#world-development

39 messages · Page 76 of 1

gray sleet
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2 exams in a day takes it outa ya

errant beacon
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lmao you're fine - as darksister said though, def make it affect the local user only

gray sleet
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how do i ensure that. double checking

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in the post processing volume section i just uncheck "Is global" dont I

errant beacon
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don't know specifically what that does, but I mean keep the post processing volume gameobject disabled by default, and then have a button that enables it for the local user only

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OnInteract > Local

gray sleet
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switch with Oninteract - local

cerulean echo
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if you use global it work for all the world if you uncheck it you need to set up a colider with is a trigger to get aeria effeckt only

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i would say on yor small world global is good

errant beacon
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Set this to Local

gray sleet
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o: wait i can make it so only a certain area gets darker? ohhh do tell.

gray sleet
errant beacon
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kk - also kinda but not really

gray sleet
errant beacon
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afaik with post processing you can't make just a certain part of the word darker, but you can make the post processing only happen to players within the post processing volume if I'm understanding it correctly

cerulean echo
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like i say it gona work on all yor world

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wen its enable

gray sleet
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ok. So i got all that set up.

so were you saying there is a way to enable an "area" so when a user is in that area the screen effect is active?

cerulean echo
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if you need only in one aeria you schould uncheck and set a colider up that istrigger so wen you go inside ther it work

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wen you go outside it close

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i would set isglobal and make a toggle button

gray sleet
cerulean echo
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for all this why i say make a button so thay can close it or open

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local

gray sleet
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yeah ok. got it.

so the button is local. and Post Processing has "Is global" off.

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Now. the question is. if i can make it so when a user presses a button, the post processing is then turned on in that area. but only for that area and if the user leaves then the effects are turned off

cerulean echo
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the global is only to effeckt all the world.like exapel if you wand in one corner i dont know black white schreen and on ther ather side like colors you coult use it none global to get aeria effeckt wen i player enter that earia so he go left color he go right black white screen or what ever you like

errant beacon
gray sleet
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side note: what does afaik mean

errant beacon
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as far as I know

gray sleet
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ahh ok

cerulean echo
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yea but he got small world make no sence to make it none global

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ok he coult make one side difrent effeckt but i dont know would that look good xD

gray sleet
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yep already got it working. lol

Light switch toggles post processing on, it has a large collider box around the area i want it to effect. it has "Is trigger" on. So now people can be in the area and see the effects of lights dimming. but if they leave the area, that effects goes away.

this seems to work nicely for small areas with teleporters. But may not look so good with larger areas

errant beacon
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cool! c:

cerulean echo
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what ever you like 👍

gray sleet
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a few of my room. uwu

errant beacon
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looks pretty good! c:

gray sleet
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ty. ❤️

gray sleet
cerulean echo
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yea not expert on english or good xD

gray sleet
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oh. well if you were trying then no worries.
felt like you were angry or something at first.

cerulean echo
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the what ever you like mean make what you wand to do its yor map.but i like it how it look now

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no xD angry why xD

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ok my english is shiter then a thinket xD

gray sleet
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thank you.
probs the tone i was reading it in, too much on my mind rn

cerulean echo
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maybe i should set a smile evry time i comment samthink 😛

short forum
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Ok so I am not sure on how to fix this. I am thinking the world is just too big? But ive uploaded worlds bigger than 180MB before.... I thought maybe the world name had too many characters so I shortened it, but it still wont upload. This is for PC and not for quest so I know PCs shouldnt have a file limit, unless I am unaware that they put one in. Any thoughts from anyone?

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One thing to point out is that the Windows and Android support in the sdk report Yes, which is odd since this is the first time I am uploading this world at all...

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It also Builds and Tests just fine

idle jolt
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What is the prefab used in the Aglet Quest and that Star Wars world called fly project? I’m trying to make a world with flying vehicles.

wild schooner
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Question can i make it close to the fist ?
its a pickup object

short forum
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Disregard my question. Future proofing is somehow still a default check option under the settings which I thought got removed a year ago.

velvet pebble
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Im having a problem where whenever I test or even publish an update to my world it loads then immediately crashes and loads the previous version of the world.

near escarp
languid salmon
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for creating worlds does it matter if i import the avatar or world sdk first?

near escarp
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Why do you need to import the avatar sdk in your world project ?

languid salmon
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cause it said you needed it on the documentations website

languid salmon
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so any idea why build and test doesnt launch anything? i have the vrchat.exe selected in settings

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normal build and publish does work

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according to vrworldtoolkit. after ive clicked build and test. it says the last build is still from yesterday (which was when i had build and published)

near escarp
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Do you have errors in your console ?

languid salmon
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nope doesnt show anything

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the only thing that gets logged is that udonsharp has compiled some scripts

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a friend of mine who just started making his own world has the same issue. he doesnt have the udon sharp thing so for him it litterally doesnt output anything to the console

near escarp
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Was that after you added the avatar sdk into your world sdk ?

languid salmon
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yeah we both did first world then avatar sdk

near escarp
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Why do you need to do that if you don't mind me asking

languid salmon
# languid salmon

im not sure, it said here that it was needed if i wanted to use stations?

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thats a snippet from the choosing your sdk on the documentation

near escarp
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Ok, we need to update the documentation, because that breaks stuff, you only technically need one of the station script

languid salmon
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oh i see, so how can i fix this?

near escarp
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Delete the SDK and delete the scripting define symbols from the project settings (only the vrchat ones) and then reimport SDK3 world ?

languid salmon
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deleting the sdk is just deleting the sdk folder i assume while unity is closed? how do i delete the scripting define symbols?

near escarp
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save your project, make a new scene, delete the above, restart unity, import sdk3 world, reopen your scene

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ignore the bottom, but it's the same steps

languid salmon
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got it, will try that now

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do i need to delete the udon folders or anything else aswell?

near escarp
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I'm unsure but i don't think so

languid salmon
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hmm it didnt properly reimport

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i dont have the sdk control panel and 200 errors

near escarp
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what are they ?

languid salmon
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stuff about udonsharp it looks like

near escarp
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click reimport on the folder ?

languid salmon
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hmm nope still there

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and besides that, i dont have the control panel in here

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i reverted the changes i had made with my source control, is there a way i can setup a new project and import my scene into there?

near escarp
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We've now reached the extent of my knowledge with errors in udon projects, would suggest you ask in here for help https://discord.gg/UvfpGZSp

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(Merlin's server ^)

languid salmon
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i will ask around in there aswell. thanks for your help anyway.

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so basically the documentation is outdated about the worlds and avatar sdk?

near escarp
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It's outdated about this specific issue on stations for SDK3, really we should just have that already in world SDK3 so i'll make a task for it tomorrow

languid salmon
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glad i could help find an issue

languid salmon
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alright, i had setup a new project, imported all the things i needed. then exported just my scene and imported it into to the new project. its working now so it does indeed appear to have been because of the avatar sdk

wraith rapids
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i've submitted a world to the labs once. if i unpublish and republish the world, will it show up again in community labs?

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or do i need to submit it under a new world id to get it to show up as new in community labs?

short forum
bleak fiber
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ey guys where can I get a water shader for my pacific rim map?

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i cant find any

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i youtubed and cant find any

dusk sapphire
bleak fiber
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tysm

bold ibex
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How can you create a working door, where clicking on it will cause it to swing open (or just switch from closed to open), and then click again to close? Literally 0 tutorials online. @ if reply, please.

desert python
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@bold ibex sdk2 or 3?

bold ibex
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SDK 2

desert python
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set up an animation for the door to open and close and set a trigger to trigger those animations. (dont quote me as i use sdk 3)

bold ibex
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How would I set a trigger for the door for clicking on it?

desert python
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vrc trigger component i think

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id assume theres components for that in sdk 2 but im not really sure

bold ibex
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There only seems to be an editor script for triggers.

cerulean echo
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@bold ibex you need an oninteract then animationbool then what you need if you got the open animation on true do it on true if you have the ather on false the close set it to false you would need 2 buttons .you could also use the same button like 2 interact on same button and use the close on delay to close after sec ther you would use only one button

summer zealot
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would anyone be able to help me? My build & test function isn't launching and I am trying to figure out why

calm plinth
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My world upload has just been saying this for over an hour, Should I cancel it?

bold ibex
desert python
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what is your set up? is it sdk 2 or 3?

thick gale
bold ibex
desert python
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wait... are you talking about the material color?

thick gale
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When he sets the material color for the object it changes it for all cloned duplicated objects sdk3 world it happens to me dont clone or duplicate it make new object thats what I had ti do

dusk sapphire
desert python
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you need a different material

thick gale
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Im prob not much help sorry still new .i. Still trying figure out why my pickups disapear when I move em lol

languid salmon
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hey can anyone help me with this shader issue? i cant seem to find answers online anywhere

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i have this asset with a custom shader that makes planets look like this in unity

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any idea how i can fix this?

desert python
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how many real time lights are present?

languid salmon
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none

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but im pretty sure the shader this thing has should take care of lighting. as it actually has its own fake "light source direction" property

desert python
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what is this shader? is compatible?

languid salmon
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and also, if i hit play in unity it does work

languid salmon
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this is the shader

desert python
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theres certain types of shaders that will not appear in game. or if the shader is ment for a newer build of unity. thatll also make it look like its been falled back

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i have never seen that shader before so that might be the case. im not 100% sure what you should do from here since that asset is obviously designed for that shader

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are you testing this on a quest by any chance? or is this all pc screenshots

languid salmon
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all pc

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how would i know what type of shader this is? and if vrchat allows it? ive never really done anything with shaders

short forum
desert python
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@languid salmon id ask in #shaders and see if anyone there knows

dusk sapphire
languid salmon
languid salmon
calm plinth
short forum
# calm plinth How big is too big? Future proofing is off

🤔 The console will read out "Error: Failed to create file version record. That file is much too big" All I did to get rid of this error was remove future proofing and I guess it doesn't hurt to also detach the blueprint ID if this is a new world you are uploading

calm plinth
gray sleet
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what way does the area light point.

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do you have the versions installed? if your making it on quest then i bet you have the android version installed. try to install the windows standalone

desert python
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on mac. you have to download windows-pc standalone for it as itll default to downloading mobile support (such as android=quest)

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ummm. you should be able to install that build with the version you have. i just cant remember what the exact way you have to do it for macs

gray sleet
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im still new too. so dont expect too much

desert python
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welcome to world building. one of the most advanced/confusing skills youll ever have

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id say its either or. some people are better at avatars than worlds

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oh no, thats a normal reaction to having unity open

short gulch
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It definitely helps if you have experience with other mapping tools in the past. Before VRC I used to make a lot of source engine maps

desert python
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dang youre starting early-early lol

short gulch
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That's probably about the age I started with mapping, I'm 26 now lol

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You'll catch on

desert python
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i started octoberish

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thatll be cool

gray sleet
desert python
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@gray sleet points are all directions

idle jolt
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What is the prefab used in the Aglet Quest and that Star Wars world called fly project? I’m trying to make a world with flying vehicles.

desert python
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spots are cones on a 90 degree on x axis

short gulch
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Starting with something you really care about is a great way to learn and stay interested. That's how I got into VRC, porting content from All Points Bulletin.

gray sleet
desert python
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@idle jolt whos the map creator?

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ohhhh

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um.... i think downwards right? i havent used area lights in sooooo long

gray sleet
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down... so they follow the blue arrows?

idle jolt
desert python
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area lights should have an arrow as to where itl bake iirc

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tell me their vrc

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i think i may know what youre talking about

gray sleet
idle jolt
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Let me find the worlds real quick

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Aglet is by xNilex, Project fly is by Tom 1810

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I did find a spaceship prefab, but I don’t know if it’s the same one

desert python
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Im not sure then sorry. i can think of maybe 1 flying vehicle prefab but its for udon and i can’t remember where its from to even find it

idle jolt
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Sacchan’s jet prefab?

desert python
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is that what im thinking of? i thought it was called something else

idle jolt
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I tried that, but honestly it’s more complicated then trying to explain the story of fnaf

calm plinth
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How large is a world allowed to be?
I've seen "PC is unlimited" but my world would be around 4GB but it fails in Unity with "Too large size"

near escarp
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Why would your world be that size ?

random owl
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Asset bundles are limited to 4 gb by unity so that would be understandable to happen

calm plinth
random owl
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By unity yeah

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Not sure what hard limits vrchat has exactly

digital widget
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Me audio isn’t working for some reason it happened with the previous world me made is there a way to fix it to play automatically when someone joins the world?

random owl
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Changing that won't change anything for your world in app as that's controller by the "master" build, vrchats settings depending on what people have selected and are listed in #development-advanced pins

wild schooner
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So i'm following that tutorial and the animation work when i click on the square of animator, but no matter what triger i use it doesnt open even if i do the same thing as him. In the comment of the video someone said to change something if you use Probuilder wich i did use but i dont know what he ment
https://www.youtube.com/watch?v=A70dtbfZeK0&list=PLIoLQ-8wanr9jQWDUIs_2zshaDD_Lg-9R&index=2&ab_channel=CyanLaser (that the tutorial)

First actual tutorial on VRChat triggers. Goes over creating an object to act as a door, animating the object, adding triggers to make the object open on player enter area, and close on player leaving area.

In the next tutorial, I will go over how to make a lockable door and show how to use an object to unlock it, similar to how my world "Lab E...

▶ Play video
gray sleet
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when in the world my avatarszx appear very dark

upper orchid
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I have a box collider that I use to trigger something when a user enters it, it's a really large collider and that is also on top of some intractable buttons. In VR those buttons aren't interactable when the collider is enabled. Is there a way to make it so that the collider doesn't affect interactions?

gray sleet
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also, is there a way to disconnect these probes from other probes in the world?

this is a different area so why are they connected?

another note. Should I turn places off untill a user goes there?

gray sleet
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So,

  1. Should to turn off areas a player leaves and turn on places a player enters?
  2. Why are the light probes connecting to other probe groups far away?
  3. Why are characters very dark?
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no idea. i i dont think iv even seen that bed in the asset store. it might be a bought prefab

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mm not sure for that exact one. But there is a very simular one on the 2nd page of paid assets i see right now

primal sinew
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Can i ask a question

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New at making worlds and just wondering is you can soundproof rooms

gray sleet
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i got NO idea XD

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only thing I know to manage sound distance is to mess with the sound source and manage its drop off

thick gale
gray sleet
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ty. ❤️

anyways. still looking for some advanced help.

  1. Should to turn off areas a player leaves and turn on places a player enters? Or do they need to be completely separate scenes? If so, please show me how ot manage that.
  2. Why are the light probes connecting to other probe groups far away?
  3. Why are characters very dark?
primal sinew
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@gray sleet thanks for the advise

gray sleet
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dang. with there was someone i could ping to help me out XD

wraith rapids
muted kayak
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is there a way to change/remove the distance in which textures in my world start to go lower quality?

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like here you can see where the textures start to get lower in quality and cause these ugly lines in the mesh to form

near escarp
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that can be built through Udon, but not by default

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you could rely on portals that way, but there's not yet a way to get that information out and back, as in, a world can't know which world you're coming from so you can't use that to build your world around it

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but i believe it's planned

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I agree, on top of Udon world persistence it'll be a wonderful tool for world makers

ancient badge
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complete beginner here.
I have a collection of Strings. One of that strings should be displayed as Text somewhere and if you press a button, the next String should be displayed.
I've seen the Button Tutorial, but where do I save the strings? How do I fill that Text Element with a variable? Do I have to sync it for multiple users? I still have so many questions

gray sleet
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anyone able to assist me with some issues. please ping me if so

short forum
# ancient badge complete beginner here. I have a collection of Strings. One of that strings shou...

If these sets of strings are constant meaning never changing, you can create UI text and make the ones you dont want inactive and have the buttons send a custom event to activate the objects. If they are based on user input, you need to create a variable and have the user input data and have the variable set to whatever the user sent. Then apply the text to the UI as the variable. All assuming you are using Udon.

short forum
gray sleet
ancient badge
short forum
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Well for example ive used things like main menus before and made buttons made other things active or inactive. Super easy way of approaching it as SDK2 you can just make objects inactive super easy. But without udon, i dont know of a way to set a UI a certain string. I know there is a way, but unsure.

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Usually you would want to set a variable to your UI text and pull the component, Text. Then set variable.text = <string>

chilly portal
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hey quick dumb question, i made objects pickupable, how can i make them equippable now as well, like it is in the VRC Hub?

desert python
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are you sdk 2 or 3?

chilly portal
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SDK2

desert python
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sdk2 doesnt allow it. youd need to be able to attach things to peoples bones and change parenting of objects at will

chilly portal
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ah damn, okay

short forum
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No you can do it on SDK2, its under the pickup component i believe. Exact gun or pickup position. Tie it to an empty gameobject. When you pick it up, itll be in that position and cannot be rotated. Also equipable will prevent the object to be let go unless you push the grab button again @chilly portal

gray sleet
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anyone know how to have two video players in a world?
One would be the main and the other would just show the video and sound. But you would also be able to turn it on / off and change sound

desert python
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@gray sleet sdk2 or 3?

gray sleet
desert python
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um. what videoplayer are you using? thats an odd behaviour if you want them synced

desert python
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hmm... if you duplicate the videoplayer in scene. they should both play the same thing

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whay did you do?

gray sleet
desert python
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hmm.... im actually at a lose then. they should sync perfectly with eachother by default(at least when i used that videoplayer). maybe it was a fluke?

gray sleet
desert python
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yea im sorry. not sure why thatd be the case. id wait for someone who knows sdk2 better who might have a better answer

short forum
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I might of thought of a work around. Try this. Have only one URL entry for users to use, then have it send a custom event. Use said custom event for BOTH video players and in theory should both sync.

chilly portal
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hey me again, how do i add a spawn sound, like the bell you hear on some worlds?

short forum
chilly portal
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i did it like this but the audio doesnt play

desert python
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is that an audio source or an audio file?

chilly portal
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audio source

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@short forum any more help?

gray sleet
desert python
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the 1 you have is like the most standard/best i can think of for sdk2

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could try aditab?

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or iwashisync

short forum
desert python
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i dknt got the links

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im not an sdk2 person

chilly portal
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but its not even playing as is, its hidden by default, unhides with the on join and doesnt loop, and unbuffered so every time it is actiavtes it plays only once

gray sleet
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damn.
iwashisync or aditab

ill look around

short forum
desert python
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i bet someone has iwashi sync on command

chilly portal
short forum
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🤔

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OH

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Wheres your vrc spatial audio source component for your audio source

chilly portal
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uhhhh, needs to be on the source or the world?

short forum
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The audio source

chilly portal
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added it, lets try again

short forum
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Just type "spatial"

chilly portal
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thats still a fat no, still no working audio

short forum
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Hmmmmm

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I think im out of ideas. Im not at my pc at the moment or id help troubleshoot this issue. Sorry man.

chilly portal
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just @ me when you are able too 🙂 would help loads

short forum
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Wont be for like 4 hours lol. But if no one here knows, then id be sure to help

gray sleet
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wait are you sure these are the names of the video players?
or their creators?
iwashisync or aditab
im checking out a prefab document rn

gray sleet
mild spade
# chilly portal audio source

I think I found the problem.
1.Make sure the audio source is enabled all the time, otherwise the audio will not play on joined.
2.You should disable "play on awake" so it doesnt play 2 times when the player enters your world (one from the "play on awake" and one from the OnPlayerJoined
3. You should put the buffer type to "Local" so it only plays one time when any player joins, instead of playing once for every player in the instance that is already there for everyone else (4 players in the world = 4 sounds)

desert python
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awzkwid player is something different but you can also try out tht bideoplayer

chilly portal
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doesnt local change it to only play for the joiner?

mild spade
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Yes, but everyone will play it for themselves. Each person will register when a player joins locally, so you dont need to broadcast that.

chilly portal
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but i do want everyone to hear it once when someone joins, as like a notification that more people are there now

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also i tried it with the settings you said, it still doesnt work

mild spade
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For example, if you and i are both in the world, and someone else joins, as soon as they join I will trigger the "onPlayerJoin" trigger, but you will also trigger it. That means the sound will play one time for me, but since you also buffer it to me, I will hear your trigger also, so I will hear it two times. The more players there are, the more times it will play.

mild spade
chilly portal
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its on spawn and its 2 seconds long and like 3mb

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ond audio reach is between 20 and 100

gray sleet
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Is it possible to convert a world to sdk3?
or possible to use udon / sdk3 prefabs in an sdk2 world?

mild spade
desert python
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you can convert to sdk3. but it may be a bit hard depending on what your sdk2 world has

chilly portal
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i have, i also forgot to make it 3d, good eyes

desert python
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theres also no easy way to make sdk3 stuff work on sdk2 either

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they are vastly different

gray sleet
chilly portal
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3d audio did it, thanks @mild spade

mild spade
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good to know!

desert python
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yea... udon videoplayers are usually a lot more nicer and simpler imo. but the triggers and of that that youre used to sdk2 will be gone and may feel very complicated in comparison

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its youre call to attempts sdk3 imo. its just they are very different from each other

gray sleet
desert python
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uhhh. i feel like there was a secret plugin somewhere that helps with switching sdks... id just check youtube and see how they do it

short forum
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Omg i tried doing a video player with sdk2... Soooo many triggers

desert python
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oh god dont remind me. some of those videoplayers rival my udon tablet prefab lol

short forum
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Or even worse is when i tried making enemy ai and failed miserably because i didnt know nav meshes

fringe wren
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For some reason when I go to test my world, nothing has changed since the last upload even though I changed a lot

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Like I changed the music playing but its still the old one

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I have tried deleting the previous world and uploading a new one

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And I have tried reinstalling the sdk several times

teal willow
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I'm try to update my world on the VRChat servers, but when I compile the VRChat SDK just says "Unity Application is running..." and never brings up the upload page or pushes any of the changes. I check the logs and I'm not seeing any errors. Please help.

fringe wren
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ill check now

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it will take a bit

teal willow
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anyone know what might be happening with my upload?

desert python
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so theres no upload screen in the game scene?

teal willow
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yeah, when I press build and upload....it just starts building then stalls out on the Unity Application is Running and never shows the upload screen

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The console isn't kicking out any errors

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so I'm stuck

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I made some baked lighting changes and that's pretty much it

#

I can build and test just fine, I just can't upload

desert python
#

what camera is the game scene set?

#

or display

#

is it black when you build?

teal willow
#

Nope, it's not black when I build. I was getting a multiple audio source issue initially....but I resolved it. I can build and test locally just fine, i just can't seem to get the upload screen to appear

desert python
#

go to the game scene right now and tell me what you see

teal willow
#

bare with me, I'm a noob. 🙂 Do you mean my Main Camera in my scene?

desert python
#

uhhh. i can’t remember what its called but its literally the game previewer youre usually sent to when building and pub

#

im like 90% its called game

teal willow
#

that's what my preview shows

#

For my main cam

#

Thank you so much for your help

desert python
#

thats your scene i think. im talking about the tab

#

and could you take expanded screenshots?

#

you may want to import the vrworldtoolkit

fringe wren
#

nothing much

#

@short forum

short forum
#

Well those errors could cause the builder to not build properly. You can sort to show only errors. Try hitting play in unity. It probably wont play the scene properly and give you some errors

fringe wren
#

It plays the scene just find though

short forum
#

🤔

teal willow
#

My game preview is focused on the stage.

near escarp
short forum
#

^ get that @fringe wren

fringe wren
#

Why though? I mean it uploads just fine, its just when I go into the game nothing has changed

teal willow
#

ty I'll look into this

random owl
#

Or actually with those errors 🤔

fringe wren
#

Nope the errors I have that guide says they are normal

random owl
fringe wren
#

ok

#

This happened while trying to upload the world

random owl
#

Can you show what the world debugger shows?

fringe wren
#

interesting it deleted itself

random owl
#

That sounds like you have some errors happening if you check your console?

teal willow
#

I just wanted to say thank to everyone who helped. The console was throwing an error I was missing. My issue, seems resolved. Ty again

fringe wren
near escarp
#

Looks like you merged the two sdks

#

Do this but the other way

fringe wren
#

I never added sdk3 though

#

I did add a newer version of sdk2 though

#

I'll check it out anyway

fast oriole
#

is it best to use SDK2 or 3

desert python
#

3 since its newer and less restrictive. or 2 for very simple triggers. i recommend 3 tho

errant beacon
#

imo SDK3 for new projects, SDK2 if you're working on an older project that's already SDK2

#

also with CyanTriggers coming out in the future, a similar trigger system'll be in SDK3 o:

fast oriole
#

im new to this i was trying to make a chill pool room with music and beer pong

#

how do i import the sdk3 to unity

desert python
#

get unity 2018.4.20f1 first

errant beacon
#

^ after that, download SDK3-worlds through the VRChat website, make a new Unity project, and then drag the SDK3 .unitypackage into your project (or just double-click it with Unity open, iirc?)

fast oriole
#

cheers

desert python
#

and also add udonsharp

#

very usful

fast oriole
#

whats that for?

desert python
#

80% of 3.0 world prefabs require udonsharp

#

yiu dont technically need it but its super handy

fast oriole
#

where would i find that

fast oriole
#

thank you

gray sleet
#

how do i update my world to sdk3?

wild schooner
errant beacon
#

You can, but you probably shouldn't

wild schooner
#

VRChat SDK 2 and SDK 3 are not compatible and should never be used in the same project.
We do not support migrating between these two SDK versions.

errant beacon
#

It's not supported, but you can do it
iirc you have to clear the scripting define field

#

anything related to SDK2's functions/triggers will break ofc, though

gray sleet
#

ok. is there anything special i need to do to make a sdk3 world? Or just made world. and put sdk3 file from vrchat into it

mild spade
#

Just the SDK for worlds** only. But if you plan on using sdk3 prefabs, you might need UdonSharp since many people prefer to create prefabs using that. If you are ok with using the visual scripting Udon, then you will be ok without udonsharp (or if you prefer visual scripting)

gray sleet
#

i know NOTHING about coding / scripting. so get udon sharp. got it. lol

gray sleet
#

any reason my lighting comes up like this in-game but looks better out of game?

simple arrow
#

@gray sleet Are you using standard shaders?

gray sleet
simple arrow
#

Is your lighting baked?

gray sleet
#

yes. In the editor it looks good. but when i load it into vrchat it becomes all messed up

#

here is the editor view

balmy sorrel
#

Anyone know in here how to limit the video player's sound to a specific area? Whenever I try to walk outside of the area where the music is supposed to reach to, I can still hear it. It's faint, but I still hear it playing

#

Does it have to do with the Spatial setting on the graph?

gray sleet
simple arrow
#

Select the couch mesh

#

I just wanna see your settings for the lightmapper

simple arrow
#

click on the light source pointing on your object

balmy sorrel
simple arrow
#

Change your mode from Mixed to baked, then change the render mode to important

#

you may also have to increase your resolution depending on what lightmapper you are using (enlighten or progressive)

gray sleet
gray sleet
balmy sorrel
#

Yep did that already. It was there on default

gray sleet
gray sleet
balmy sorrel
#

Or anyone in that matter

simple arrow
#

If thats the case, then use a realtime light, but they do eat up alot of performance so be weary of that

#

otherwise clear your baked data and try baking again

#

or use a different lightmapper

gray sleet
gray sleet
simple arrow
#

I personality use the bakery but that costs money but is worth every penny

balmy sorrel
#

Does the AVPro video player allow anyone to post links or is that only for the Unity one?

simple arrow
#

AVPro?

balmy sorrel
#

UdonSyncPlayer (AVPro)(Prefab Asset)

simple arrow
#

Oh yeah i don't use SDK3 so im not sure what that is lol

#

im not helpful in that department

gray sleet
simple arrow
#

Its highly recommended you make a duplicate project to keep things separated from each other

errant beacon
#

^ also afaik, that simply means you have Android support installed in your Unity installation iirc, meaning you can click the button to change your build target to Android

simple arrow
#

when you convert a project to android, it will forcefully crunch your textures and assets making them look odd for desktop users

#

due to the low quality

errant beacon
simple arrow
#

^

#

You'll safe yourself the hardache by just duplicating the project

gray sleet
#

okie.

aaand any info on why it takes ages to build and test? like is there a way to shorten it

simple arrow
#

If you have alot of uncompressed textures and assets it will take a while

#

or alot of assets in your scene

gray sleet
#

either in the scene or in the assets?

I guess ill start compressing stuffs either way

simple arrow
#

just whatever is in scene

gray sleet
#

could i use this thingy? if so how do i use it correctly

random owl
#

The default settings I've set to it are basic this should be set in the least with any world without suffering in quality at all

#

If you don't want to change the settings all you really do is press get textures from scene and apply after

#

Unity docs has all the information on what texture importer settings do

gray sleet
#

ill just press apply then. lol

mystic leaf
#

I have this stroboscope in my world that should flicker, it has an animation thats makes the emission got up and down but when I test my world nothing happens?

dusk sapphire
#

You can't use custom scripts like that in VRChat

#

if the script is simple enough you can just reimplement it using Udon/U# in sdk3

mystic leaf
#

ahhh okay

mystic leaf
#

So I made a new animation without a script, but when I test it in VR it doesnt work, but it does in unity itself

hearty frigate
#

yoyo quick question regarding reflection probes... so for some reason my video screen isnt illuminating walls (it emits/has bloom) and with realtime reflection probes on the walls still dont illuminate with light... wondering what i'd need to do to create that effect

#

the walls are reflective and so are other objects around the screen

#

but they wont illuminate

hearty frigate
# hearty frigate but they wont illuminate

for example within the scene if i play with the intensity it illuminates the walls, but in game it doesnt match the colors of the video and stays this static white-ish glow

near escarp
#

Are the walls metallic ? You should try adding this to your project to test it inside the editor https://github.com/CyanLaser/CyanEmu

GitHub

CyanEmu is a VRChat client emulator in Unity. Includes a player controller with interact system. Works with SDK2 and SDK3. - CyanLaser/CyanEmu

hearty frigate
#

oo lemme try that, and yeah theyre metallic

#

this object is too and the white reflections show up right in unity scene but in vrchat when i test it the white reflections are static white even if the video is colorful (if that makes sense)

#

same with the ground and platforms around it, they have reflective qualities

near escarp
#

I assume it's all box projection ?

hearty frigate
#

yeah i have it ticked on

#

and ive tested it with it off

#

same issue

#

(im super new to this so i might be missing something)

near escarp
#

What are the actual reflection probes settings ?

hearty frigate
near escarp
#

I feel like the On Awake mode might be the culprit ?

#

You'd want it every frame

#

but at a low resolution

hearty frigate
#

lemme test that

near escarp
#

like 128 or 64

#

or that'll probably kill you

dusk sapphire
#

to add on, using reflection probes as a means of having a video player affect the environment isn't the best since reflection probes primarily affects specular/metallic materials, and won't do anything for materials without. You'll want to look into baking precomputed real time global illumination for the video player screen emissions. Once that's done you need to do the following:
sdk2: have a VRC_CustomRendererBehaviour component on the screen mesh
sdk3: Udon behaviour that calls RendererExtensions.updateGIMaterials(yourvideoscreenmesh) in your update() loop
This is what maps with emissive video screens do to light the environment up with the video player.
precomputed realtime gi emissions also have the benefit of affecting light probes

hearty frigate
#

every frame being on worked!!

#

its a club environment so i just wanted to emulate that feeling

near escarp
#

You'll definitely want to switch to the method Temporal suggested above eventually

#

it'll look better and be a lot more performant

hearty frigate
#

noted! gonna add that in a notepad somewhere for future reference

dusk sapphire
#

well, dunno about more performant, realtime gi with video emissions can be expensive, but on sdk3 you can tone it down a bit by implementing frame skipping for the updateGIMaterials() call

near escarp
#

There's still that pesky flat 5ms right ?

#

i guess the perf cost of the probe method relies on the resolution

dusk sapphire
#

I heard just having real time gi enabled in maps incurs a performance penalty, but I don't really have any benchmarks or references I can personally refer to

#

but having video emissions itself is expensive because the GI materials need to be updated every frame, and each call is relatively expensive

#

the component on sdk2 updates every frame so can't do much about it

#

but on sdk3 you're free to control how often it updates

near escarp
dusk sapphire
#

iirc most of it is on the gpu side rather than cpu

#

yeah think I saw that convo

#

oh well, Unity 2019 soon right?

near escarp
dusk sapphire
#

can't say i've noticed any notable difference in cpu frame times between my maps with realtime gi and without, with everything else similar in render costs

#

but my cpu is an ancient 4790k and my friends with zen3 ryzens get like 3.5ms cpu frame times where i get like 8-9ms in the same map

mystic leaf
#

I have this animation that I want to enable using a button, how do I do this?

dusk sapphire
#

sdk2 or 3?

mystic leaf
#

3

dusk sapphire
#

just call Animator.play() in an udon behaviour I suppose

#

Animator.play() is a whitelisted ui event on sdk3 so if you're using a UI button you can just call it from there directly

dusk sapphire
#

input the name of your state into Animator.Play to play it

#

oh, but if you need it to be sync'd then yeah it has to be in an UdonBehaviour

mystic leaf
#

hmmm I think this can work

#

let me test

#

it works, but just for one object

#

but I can add more 🙂

#

I fixed it, thanks @dusk sapphire !

mystic leaf
dusk sapphire
#

in the animation window ctrl+a to select all key frames, then right click and change it from clamped auto to auto

#

is this effect intended to be local only or sync'd for everyone? as I said earlier if its sync'd you're going to need to use udon behaviours instead

mystic leaf
#

how do you mean synced to everyone?

dusk sapphire
#

as in you press it and other people see it happening

mystic leaf
#

yes thats what I want

#

wait doesnt it dhow for everyone now then?

dusk sapphire
#

no, its only local

dusk sapphire
#

for syncing stuff, this tutorial could probably get you started https://www.youtube.com/watch?v=O3VeBzV9HgI
just replacing the object toggle with Animator.play

So this took me longer than it should have.
Time to toggle objects again, but this time, for everyone! You'll see that syncing is a little bit more complicated than it was in SDK2, so to set everything up we have to tell every player to toggle that object, but also catch up anyone who joins in after the button was pressed!
All assets are availab...

▶ Play video
#

not sure on your extra long first frames

mystic leaf
brave loom
#

How long before I can upload my worlds? I don't have permissions yet

dusk sapphire
#

?upload

odd roverBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

lime bronze
#

Im kinda dumb , anyway to make the skybox not look like shit? (android build)

dusk sapphire
#

click the android button on the texture import settings

#

and change the texture compression format to ASTC 4x4

lime bronze
#

thanks !

dusk sapphire
#

did that help?

lime bronze
#

yup fixed everything

dusk sapphire
#

nice

mystic leaf
#

Why are some of my animation curves square while most are nice and rounded

gray sleet
#

when i bake mny lighting it turns up something like this. why

short forum
#

Let me see your lightmap settings

gray sleet
#

the lighting looks good everywere else. and looks good at the area before its baked. once baked only this area messes up

short forum
#

Yeah set the resolution to something like 20 or 30 instead of 10

gray sleet
#

increased lightmap size and resolution. still get simular issues.

short forum
#

🤔

#

Give me a second

gray sleet
#

only happens when the spot lights are set to baked or mixed.

short forum
#

Go ahead and bump your question to #world-lighting so someone else can help, ive got nothing else.

#

@gray sleet

mystic leaf
#

Particles do work in vrc right?

desert python
#

yesh

mystic leaf
#

hmmm I have this flamethrower that shows light but no particles

desert python
#

does it toggle the particles on?

mystic leaf
#

I have an animation that has everything setup

#

do I need to toggle them elsewhere?

desert python
#

um. the particles should fire by themselves. only thing should be that the GO is toggled on and pff

#

but im very basic when it comes to actual particles so im not sure what youre doing woth your particles

mystic leaf
#

Its this basic flames that shoots up

#

but it completely doesnt show in VRC

#

the directional light that follows the flame does

#

so the animation is running, the flame just isnt showing

desert python
#

what shader are you using? you might need to use some sort of particle shader

mystic leaf
#

let me check

#

wait its showing now

#

hmmm

#

but its really fast

proven glade
#

I did switch build target to andriod and i don't think it made my world quest compatible

shell trail
#

hey, my world is in the community labs and it got one report can I see what it got reported for?

desert python
#

all worlds start with 1 report

shell trail
#

oh okay

#

why?

desert python
#

dk

shell trail
#

hm weird

desert python
#

im like 80% sure its like an initialization thing. which counts as a report

proven glade
#

Yeah my world just got in community labs and has "1 report" I think that is norm

shell trail
#

okay

#

thx

desert python
#

yea. youll get a tag if its reported-reported

shell trail
#

I though it might be cause I reused a ID that I used before for a kinda bad world when I didn't knew anything about how to make worlds

desert python
#

no the 1 report is normal

shell trail
#

thx ^^

proven glade
#

So yeah I'm not sure how to make my world quest compatible if anyone knows

errant beacon
#

Also note that world reports are only visible to the world author afaik, and won't prevent your world from getting out of the Labs

shell trail
#

okay good to know ^^

shell trail
#

at least right now

desert python
#

@proven glade did you ever upload while on android?

bold ibex
#

so i updated my world today and nothing changed except the picture for it

errant beacon
bold ibex
errant beacon
#

Click the VRWorld Toolkit tab at the top, then click World Debugger

bold ibex
#

ah ok thank u

primal sinew
#

Question how can you make a lock Linked to a person so only that person can lock it ?

limpid totem
#

Hey everyone! Kind of new to VRchat still but have been playing enough and learned the basics. I have a question and posted this question to reddit but I wanted to reach out here as well. If im not allowed to ask this here, please let me know. If allowed i can also link my reddit post

#

To start, I'm relatively new to VR chat. I've got the basics down but at the moment, I am more interested in perfecting my custom world. I've gone through all the tutorials and have a world with no compiler errors whatsoever. I'm able to upload to VRchat but when I try to load up the world in game, it immediately reloads the home world and takes me back home. I'm only able to see the picture of my custom world for a split second before it reloads the home world.

Is there anything I could do to fix this? I've tried clearing cache and that hasn't helped. I double checked to see if I had any extra, empty scenes in my project but I do not. Any help would be greatly appreciated. Again, there are no compiler or script errors of any kind in Unity.

errant beacon
pearl quest
#

Hello.
Has anyone else experienced this issue with the World SDK3? No matter what I have in the project, I cannot build and publish it. I even created an empty project with nothing but the SDK in and I received this error. I've been pulling my hair out over this and can't find anything about it.
Testing the world works perfectly. VRChat opens into the world no problem. Only build and publish causes this to appear.

#

I checked the pinned guide as well, and I've tried the advice in there already.

limpid totem
errant beacon
#

lol you're fine! Glad it worked out c:

errant beacon
errant beacon
olive glade
#

any idea why this is happening? the floor just refuses to render in a baked reflection probe whatsoever. i have the probe set to render everything and if its set to realtime its fine, but fsr no matter what i do it just won't render the floor

near escarp
#

Is your floor reflection probe static ?

olive glade
#

yeah, all static

#

... i take that back
apparently the sub game object wasn't set to static, only the parent one

#

thank you lmao

radiant sonnet
#

Hello! Building a world for the first time and I'm trying to set up post processing in unity. I've installed it within the package manager but when i go to my main camera to add it as a component there are no results for post processing in the dropdown to assign

#

Is there some way to make it refresh or recheck for something new? I think maybe it just hasn't updated that it has been added

random owl
radiant sonnet
#

hmm, I seem to have a bunch of errors about the SDK:

#

Some of the things mentioned in here I haven't even used, I just downloaded the SDK off the site today.

#

How do I clear these up?

random owl
#

Usage of them doesn't matter if they are in the project unity will compile them

#

This was a brand new project you imported sdk2 into?

radiant sonnet
#

Ahh I see

#

yep brand new just installed unity this afternoon

random owl
#

Was that all of the errors? And do any of them disappear if you press clear?

radiant sonnet
#

there's a few more, none of them go away when I press clear

random owl
#

Are the few more similar showing things about the sdk?

radiant sonnet
#

yeah more 'such and such no suitable method to override' or 'name could not be found' or 'cannot override inherited member'

#

all of them referencing the VRCSDK folder

random owl
#

I'm gonna check something real quick

radiant sonnet
#

okie doke 👍

random owl
#

Also what unity version are you on?

radiant sonnet
#

2018.4.20f1 the one that was linked on the vrchat page about it

random owl
#

I'm not really seeing any sense for those errors to happen by itself unless something was imported that included files overwriting some of the sdks files with older versions or such

radiant sonnet
#

if I just delete the 'VRChatExamples' and 'VRCSDK' folders and then reinstall the SDK would that work in terms of refreshing it?

#

I'll have to re-set up my mirrors/chairs and whatever but not a big deal

random owl
#

The references in your scene won't break even if the assets are temporarily removed

radiant sonnet
#

oh that's nice

random owl
#
radiant sonnet
#

welp, I'll try that then

random owl
#

This is the recommended update route for sdk2

#

If that doesn't work you can also as a test try creating a brand new project and importing nothing but the latest sdk version and seeing if those errors happen or not

#

That's gonna tell you if it's something that happened in the project or not

radiant sonnet
#

Welp it just finished importing the SDK again and the errors are gone so woo

#

somethin must've gotten weird somewhere 🤷‍♂️

random owl
#

Yeah that's usually the case when the errors don't make sense

radiant sonnet
#

so, now that that works. Another quick question I hope. I want to import an image and just say, place it on the wall. And have clicking it trigger an audio clip.

#

I imported the image I want, but I can't seem to just drag the image into a scene

random owl
#

Simple steps would be create a quad, create a new material, assign the picture to the created material, drag the material to quad

radiant sonnet
#

Ahh i see just like slap it on a plane or something as the 'texture'

random owl
#

Quad is much better than a plane for it

#

But yes

#

Quad vs plane

radiant sonnet
#

Cool

#

So I know how to make a 'button' with the vrc sdk button things for like a text menu button. Is there a way to make this quad item that I've put this image on trigger an audio file on click

radiant sonnet
#

Well I think I figured that out, however when I build and test none of my button objects are clickable even though they are all showing as tied to various things in unity

#

For example here's my 'chairs' toggle button

#

but it's all just non-interactable in the test build

thorny zodiac
olive glade
#

thats a reflection probe, it provides reflection data to players and the world around it, so yes and no

thorny zodiac
thorny zodiac
olive glade
#

no, its all baked data

thorny zodiac
#

oh ok

olive glade
#

just make sure to set them to baked

thorny zodiac
#

reason i say that because making 4 house and marcell finish the walls and floor only thing we dont have is lights yet.

#

oh ok

radiant sonnet
#

so it looks like with the buttons, when I look in the console I'm getting a lot of 'trigger on button (x) was not initalized in time' for all the buttons

#

what is causing it to not initialize?

#

also a number of 'nullrefernceexception' object reference is not set to an instance of an object errors referring to triggers in the vrcsdk which I'm guessing is related to the button not working issue. Not sure how to resolve it though

gray sleet
#

in my quest world is there a quick way to compress the world? Its too large

errant beacon
#

Make texture sizes smaller, turn audio clip's compression to Vorbis and mess with the quality, use crunch compression o:

gray sleet
#

is there a fast way to do that for quest worlds? lol

errant beacon
#

not that I know of lol

desert python
#

try to use astc when you go to switch to android build if you havent!

pearl quest
near escarp
#

Is your SDK pointing at the vrchat.exe ?

pearl quest
#

It is.

dusk sapphire
#

check your console for errors when you try to build and upload and it fails

pearl quest
#

Thank you for the link, but I've read that one already and nothing in there seems to help

dusk sapphire
#

are there any errors in your console when you try to build and upload?

pearl quest
#

Literally the only one that shows up, which I understand is just a VRChat SDK thing anyway?

dusk sapphire
#

click clear on play, try to build and upload, when it fails, show the console errors

pearl quest
#

I just restarted Unity and got some spicy new errors

#

Isn't TextMeshPro required anyway?

dusk sapphire
#

go to Window > Package Manager
and check if both textmeshpro and cinemachine are installed, and if not install them

pearl quest
#

Definitely both there. I recall trying to update them with nothing actually seeming to happen

dusk sapphire
#

are you able to go into play mode? any errors show up when you do so? also make sure clear on play is checked in your console

pearl quest
#

I can go into play mode no problem and nothing shows up in the console

dusk sapphire
#

do you have unity store assets in your project? more often than not the culprit is some script from an asset that is incompatible with the current version of unity, and sometimes the errors dont show up in the console.

pearl quest
#

I can check, but I don't believe so. The only ones would be cinemachine and TextMeshPro, which get installed automatically

#

None of my asset store assets are in this project, and I've certainly not used the asset store in this project.

dusk sapphire
#

did you import any other assets, prefabs etc?

pearl quest
#

I have Poiomi Pro, and a huge amount of textures and materials.
It's worth noting that this also happened in a fresh project with no assets and only the SDK.

#

Interestingly enough, this isn't happening on another world project I have that uses an old SDK. Because of this I'm convinced in an issue specific to the latest SDK.

dusk sapphire
#

latest sdk3 works just fine for me

pearl quest
#

For reference, the old SDK I've just tried is 2021.01.28.19.07

#

Yeah, the issue still pops up if I use the old SDK as well

#

I'm starting to get the feeling that the SDK just doesn't want me to try making worlds any more

pearl quest
#

OkAY so I think I've sorted it
I've done the following (None of them worked seperately, but together they seem to)
Started a new project
on a new disk
re-imported all assets one by one, testing that it builds each time
manually reworked every material (all 378 of them vrcSad )

and it still seems to build
So it could've been a file access thing on my C drive

shell trail
#

so, I added trees to my map and if I start baking the light there are just gone, completely transparent

#

does anyone have an idea why that happens?

radiant sonnet
#

So I was able to get my world uploaded, but I noticed something odd while watching people join. Some people join in and load up at the spawn point just fine. Other people join in and seem to spawn in behind the wall outside the map and just get stuck falling. Why would it only work sometimes?

#

Do I just need to move spawn further away from the edge?

cold lake
radiant sonnet
#

Ahh I just had it default should it be 'align player with spawn point'?

cold lake
#

If it's "Align Room" right now you could try changing it and seeing if it helps

iron island
#

Help me 😦

#

how to fix it?

devout dock
#

So are avatar pedestal broke in the latest sdk? For whatever reason I can't see the outline for where the avatars upload image is supposed to be, idk what to do, I've deleted and reimported just those parts, the whole sdk, a whole new project, a clean of remote cache, another project and another fresh install with nothing else but the avatar and world descripter in the scene, am I doing something wrong or is it broke, I'm confused

brisk bane
#

I have supremely messed up. I set Occlusion values to an extremely high value like over 20000 I think because I was messing around and I can't even open the project without it auto closing like it doesn't come up with any prompts just, closes. Is there any way to remove the values without opening the project??

gray sleet
#

My quest world is a dirrect copy of the windows world, but its also 20mb larger for some odd reason. wtf

desert python
#

set textures to low quality compression and crunch compression to max on textures

#

same thing with baked reflections and lightmaps

gray sleet
#

also i need to go to each texture, and do what? here is a normal texture photo

unkempt mauve
#

How do I create the billboard effect for a model in my world?

vestal karma
#

Is there any way at all I could add an effect to the reference camera? Like, a pixelate effect for a retro style world.

desert python
#

@gray sleet thats as good as i think it can get

graceful bane
#

Hello, is it possible to create a private only world? And/or some sort of VIP area within one?

errant beacon
#

yup to both! don't know specifically how to do the second one, but password/keypad-type systems are a thing

gray sleet
graceful yoke
#

weird question but how do I setup the planes from the test world

bold ibex
#

Hello can i have some help players don t reflect in the mirror for whatever reason

#

those are the mirror settings

#

i can see my friend but not me and he can see me but not himself

mild spade
#

"mirrorReflection" has to be enabled (layer) to see yourself. Yeah.. very difficult to know with that name

bold ibex
#

🤦

#

Now i see that is off

#

ufff

#

Thx

gray sleet
#

WHy is my Quest World so much larger than my pc world when its a direct copy? XD

#

And is there a way to have android texture settings on by default? The current "Default" doesnt have have the block compression optionzsx

desert python
#

@gray sleet are your lightmapa compressed? sometimes they dont compress on the android version and bloat it up slightly more than the pc version. also do you have vrworldtoolkit imported? that can tell yoh whts goin on

gray sleet
desert python
#

vrwprldtool kit acc tells you what is uploaded when you uploadrd. chexk its build report

#

go to the folder in your assets and look for the folder thats the same name as your scene and thats where youll lighting data will be held

silent furnace
# gray sleet My quest world is a dirrect copy of the windows world, but its also 20mb larger ...

There's something weird going on....I'm testing stuff between PC and Quest users in the same world, toggle buttons are controlling different objects, syncing of objects is messed up, and when I removed a bunch of background scenery to try to improve FPS for the quest people, the world got bigger and the FPS worse. Both versions of the world are using identical scripts. (The quest version is basically just a copy with a few things removed)

errant beacon
#

Note that the hierarchy lengths between the PC and Quest versions of your world should be the same - if you delete something from the Quest version of your world, add some empty gameobjects to make the hierarchy length the same

#

otherwise you might see issues with Quest users holding the wrong pickups and etc o:

silent furnace
#

oh interesting...so your talking if I remove an object, add an empty object in it's place....

errant beacon
#

yup o:

silent furnace
#

I will give that a try thank you

gray sleet
#

this asset is supposed to be very small. a simple lamp. why is it taking so long to compile? its litterally been doing this for an hour now

unkempt mauve
#

How do I create the billboard effect for a model in my world?

gray sleet
desert python
#

ive heard the same thing but ive never touced it either sorry

gray sleet
#

the world data for lighting is 26mb. wtf?

#

How do i reduce how much space lighting takes? XD. cant beleive the lighting is just about the size of the scene itself

#

also what is this thing and why is it so large? 51.4mb?

desert python
#

@gray sleet lower the res of the light maps. lightmaps are usually pretty beefy

gray sleet
desert python
#

ummmm im not really sure. ive never seen it so big

gray sleet
#

resources/unity_bulliten_extra

anyone know what that is? for some reason its a HUGE file in my world.

errant beacon
gray sleet
gusty parrot
#

idk what I'm doing, but when i upload a world i can't go into it as it sends me back to my home world

errant beacon
gusty parrot
#

how do i check the debugger ;-;

errant beacon
#

Import the .unitypackage and then look for a VRWorld Toolkit tab at the top, and click World Debugger under that

gusty parrot
#

theres no errors

errant beacon
#

would you mind sending a screenshot here? o:
also, make sure that you're using Unity 2018.4.20f1 and the most recent version of either VRChat SDK, also def check your Unity console for errors as well

#

should be a button to open the console at the top-left of the asset browser iirc

gusty parrot
#

screenshot of the debugger?

errant beacon
#

yup

gusty parrot
errant beacon
#

odd, is there anything in the console?

gusty parrot
#

no ;-;

errant beacon
#

weird - to clarify, are you having issues with Build and Test sending you home, or are you having issues getting into the published world? o:

gusty parrot
#

just the published

#

build and test works fine

errant beacon
#

don't really know what's causing that then, sorry - try right-clicking the VRChat SDK in the asset browser and hitting Reimport, and then build the world again?

gusty parrot
#

hmm.. didn't do anything :/ thanks for trying tho lol

errant beacon
#

sorry, haven't heard of this issue before but hope everything works out o:

mint hawk
#

Hi, does VRC sdk2 accept AVI (or other transparent video) files with alpha background?

reef gyro
#

is the unity layers for player player local and mirror reflections gonein 2021 sdk?

#

fixed had to go into build and active its vrchat layers

random owl
# gusty parrot

Since the build is succeeding but the size is 1.1 kb I assume something is causing the build not to be included properly. Would need to see the whole build report to be sure of what's happening.

strange hedge
#

any reason why my mirror looks like this? couldnt find anything online about it

#

can always provide more info if needed too

dusk sapphire
#

restart your game, you probably hit panorama screenshot at one point

#

or is this in unity?

strange hedge
#

both here and unity

dusk sapphire
#

settings on the mirror?

strange hedge
#

sure, one min

dusk sapphire
#

what about the material settings for that mirror reflection

strange hedge
#

is this it? sorry im very new aha

dusk sapphire
#

wait, the mirror reflection script is disabled

#

enable it lol

strange hedge
#

oh? where would that be?

south orbit
#

at the very top

dusk sapphire
#

top left corner checkbox

south orbit
strange hedge
#

ah yes!! thank you!!!

#

dunno how i didnt catch that aha

#

whew, thanks again yall <3

south orbit
#

well i just couldnt resist, tho credits goes to temporal

short jacinth
#

Quick question. For adding a portal into my world that goes to another specific world, do you NEED the world ID from the creator to their world or can you use some other link/ID?

errant beacon
#

afaik you need the world ID, but you can get that through the website iirc

#

note that the website's search bar shows people first and then worlds under them o:

short jacinth
#

Ah, thank you!

errant beacon
#

yw!

gray sleet
#

any easy ways to make a world smaller?
World is just under 50mb and textures are pretty much at the lowest settings, so how do i compress it any further?

#

Or is it better to make multiple worlds? Instead of trying to have one world with everything in it

errant beacon
#

try clearing the GI cache maybe? v not sure that it'd affect the filesize, but might affect compile time?
Edit > Preferences > GI Cache

stark echo
steady tapir
#

Hello I just finished my first world for vr chat I have a problem how can I fix this error that happens to me when you want to test the world I await your answers thank you

random owl
steady tapir
#

Yes, but what happens is that I give it the builder and I get that same error and it is assumed that everything is built

#

I do not know that I am missing it is that it is my first time making a world

random owl
#

So the same message pops up if you press the proper button below the one you pressed in the screenshot?

steady tapir
#

yes

random owl
#

Then check the latest pin on this channel

steady tapir
#

ok

pale wolf
#

where i can get this ?

desert python
#

looks up “moff pen” on booth. its for sdk2

bold ibex
#

I keep getting this error despite being the first built scene on the project

errant beacon
#

Check the top pinned message in this channel o;

bold ibex
#

So I found what I think is one of the errors, the asset "Apartment Door" causes errors that won't allow the world to be built with the sdk

gray sleet
#

What is SBS

worn elk
#

I am very scared I just broke my entire world. I've been working on it for a month now and after importing an asset from the asset store, I started getting a ton of error messages. I don't know what caused it or how to fix it.
The first two errors seem to be related to one of the assets I installed. the rest are over 999+ errors of the same message, except it replaces one item in the error message. IE: instead of "Texture" it will be "Material."

Ever since this, when I build and test, its building the last good version of the map, and not the way the map looks now in the editor

#

I got this error message once after importing the assets. I found how to open it again from a menu. Is this related to the problem maybe?

random owl
#

Delete the demo data folder it contains a whole build unity application which unity doesn't like having inside a project

worn elk
random owl
#

Don't know that's all I saw in your screenshot

worn elk
#

Alrighty. Is there any way to have it refresh and check for errors again?

random owl
#

Press clear and see what stays

worn elk
#

That fixed almost all the errors. There's only 22 critical errors left

#
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
VRC.SDK3.Editor.Builder.VRCWorldAssetExporter:ExportCurrentSceneResource()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResource()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResourceAndRun()
VRC.SDKBase.Editor.VRC_SdkBuilder:ExportSceneResourceAndRun()
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:OnGUIScene() (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:119)
VRC.SDKBase.Editor.VRCSdkControlPanelWorldBuilder:ShowBuilder() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelWorldBuilder.cs:127)
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:ShowBuilder() (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:40)
VRCSdkControlPanel:ShowBuilders() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:323)
VRCSdkControlPanel:OnGUI() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanel.cs:200)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
#

Theres a few like this

gray sleet
#

is there a way to have multiple skyboxes? Like one skybox for one area and another for a different area

worn elk
#

I think that fixed everything....It still had 22 critical errors, but after I did a built/test it loaded the world as it appears in the editor, and now there's 0 error in the editor. Not even warnings.

#

Thank you so much for your help @random owl

worn elk
# gray sleet is there a way to have multiple skyboxes? Like one skybox for one area and anot...

I'm not an expert, so I could very well be wrong about this, but I believe the skybox is for the entire world. In a normal Unity game, you could probably change the skybox on the fly, or load another map, but since VR chat seems to only accept one "world" at a time, it means you only get one skybox.

Workarounds for this could be to make a giant sphere or cube around the areas you want and apply a skybox texture to those. I don't think its exactly the same as a skybox, but from the player's perspective it may look close enough that they wont notice

gray sleet
#

When I load into my world the skybox doesnt load in.
It is a custom skybox (sphere with texture put on it)

surreal nebula
#

Not a creator myself, just asking.
Is it possible to make a teleport to player button. Just seeing this as useful in the future ui menu.

desert python
#

yea, you can do that for both sdks

hazy pebble
#

How to get a skybox to rotate? I tried using a c# script but for obvious reasons (in hindsight), it didn't work outside of unity.
Should I use a shader? Udon?

#

My skybox is a nightsky, with nice stars, and I wanted to make it slowly rotate around the Y axys.

#

Making the world itself rotate instead would be a bit of a nightmare :/

leaden hazel
#

Yeah, don't world rotate you'll make people sick. It should be possible to interact with the skybox properties using Udon?

hazy pebble
#

OK, I have extremely limited experience with udon (really only made a few toggles for music buttons). I'll try to see if I can make progress, if not I'll come back with more specific questions.

#

Thank you @leaden hazel

leaden hazel
unkempt mauve
#

How do I create the billboard effect for a model in my world?

hazy pebble
hazy pebble
#

(I may have misunderstood what you want, not super sure.)

unkempt mauve
unkempt mauve
#

or more of, how the head moves on the character in this video is what I'm getting at.
https://www.youtube.com/watch?v=Kidmx9n4n8c

meet tree guy, from tree world

SUBSCRIBE for more VR playthroughs https://www.youtube.com/faroutdude?sub_confirmation=1

GET OUT OF MY DESCRIPTION WORLD! GET OUTTA HERE! THIS ISN’T THE ACCOUNTING+ DESCRIPTION PAGE! THIS IS MY HOME! THIS IS MY DESCRIPTION WORLD! YOU NEED A PSVR TO PLAY!

What is Accounting+?

Accounting+ is a NIGHTMARE ADVENT...

▶ Play video
mint hawk
hazy pebble
unkempt mauve
#

I don't have any experience with udon so idk if something like that could be done with the sdk2?

hazy pebble
unkempt mauve
#

Ok. ill look into it.

mild spade
#

@unkempt mauve You can do that in SDK2, with something called "LookAt Target" from the the Standard Assets in Unity. The set up is a bit complex (if you plan to do it from scratch), but this video will guide you ! https://www.youtube.com/watch?v=Yik63cfyuD8

This tutorial goes over how to create a player tracker and 3 examples of how to use it. The player tracker was first created by HardLight and released in his Toybox prefabs. The link to download Toybox as well as a link to the Prefab Database can be found below.

The examples shown in this tutorial include

  • A synced object above 1 player's hea...
▶ Play video
unkempt mauve
#

@hazy pebble also another thing to, I'm currently having issues not seeing the changes in my world when after reuploading it. I'm not sure what's going on or how to fix it. I've never experienced this issue before as I'm slowing uploading worlds for the first time.

unkempt mauve
#

Any suggestions?

hazy pebble
#

I have never had that issue. Make sure you are using the same blueprint ID, and that should be all. I recommend using sdk3, you can "upload" as a local test version (if you are using vrchat on pc), and see your changes quicker. The test version will not actually be uploaded to vrchat, but it will be available for you on your computer.

But you can try doing one more thing:
Clear the cache (in-game: settings > advanced > clear cache). Then restart vrchat and that should load the new version without fail.

hazy pebble
unkempt mauve
#

👍

#

I will try that and see if it works then.

#

@hazy pebble Have you played Accounting+ to know what I'm talking about?

unkempt mauve
#

I'm also trying to attach the phone wire to the phone and make it usable. Is that something that could be done with the sdk2?

bold ibex
#

Hello, new here but with sdk2 in Unity, it won't show the option to open the Control Panel? I need to to upload a world i have made but it will only show "Sdk2 > clear cache and playerefs" is it some sort of thing of not importing it property, or asset incompatibility or what?? I would really appreciate the help. Thank you.

dusk sapphire
#

check your console for errors

#

you most likely imported an incompatible asset

bold ibex
#

Ok, Thank you very much!

unkempt mauve
#

I'm also trying to attach the phone wire to the phone and make it usable. Is that something that could be done with the sdk2?

fossil hull
#

I'm uploading my world but it stays the same. The upload is unusually fast so I'm guessing it doesn't actually upload the new stuff.

#

Anyone experienced something similar?

near escarp
fossil hull
#

@near escarp Unfortunately, that doesn't help me. I would like to claim I know what's going on in the console.
My issue is that it's actually going trough and successfully uploads.
But the changes just don't go live anymore.

dusk sapphire
#

sometimes when the build fails it ends up uploading the last thing that was sucessfully built, which is how you end up with a world uploading but not seeing any changes.

#

do you have any errors in your console?

fossil hull
#

@dusk sapphire I do have errors, but most of them are Udon related and I know they are fine.
However, I looked at the log more closely and found there was a Debug.Log that I used somewhere. Removing it made it upload normally...

#

Nevermind, it couldn't have been the Debug.Log. I'm guessing it didn't build properly when I tested removing some scripts and changed scenes to backups.

#

Either way, thanks @near escarp and @dusk sapphire , it seems to work again now.

pure kraken
#

I'm looking to add some fog to my world, what options do I have?

dusk sapphire
pure kraken
#

ah ty

dull island
#

Can the player move an item just by walking up to it?

desert python
#

@dull island what do you mean?

dull island
#

I want to make a chain, and when I approached it, it began to move.

desert python
#

so I know 🤥 you can create something like that in sdk3. but its rather difficult

dull island
#

Okay :c

desert python
#

ive actually been planing on making a thing that does that. but ive been very backed up and havent started creating such a thing lol

#

im assuming youre using sdk2 tho

dull island
#

yes

lunar nimbus
#

Every world seems to have the same rainy window textures, is that a public asset, or was it a tutorial that every person followed?

south orbit
#

Hi im trying to CSG Tool Boolean from Pro builder, i get this error when doing so, i can do it in smaller scale with same objects but not in higher scale, i want to have the higher scale before doing so as if i rescale the object before actually building it in it partially disappears

#

any ideas

#

so instead of above i can do it in another way tho

#

why does my object begin to disappear when i get close ?

#

like this

#

nvm found a fix due to focus (:

lunar nimbus
#

Incredible, thank you

wary birch
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

boreal current
#

anyone selling worlds?

coarse swan
#

So for making worlds public, it says my trust isnt high enough yet to post to the lab, but nowhere on the website/wiki am I seeing specifics on what trust level is needed? Im at New User at the moment and can make public avatars, and I can publish worlds but they can only be private.

Do I need to be at User tier to publish worlds publicly to the lab?

Also, for private worlds, do portals I add into my worlds from Private World <-> Private World still work fine and will later "just work" if one world goes public?

Im working on a project that would involve numerous worlds all being linked together in a network of portals, eventually (Im aware I can only make one public per week so itd take months and months and months to do everything and honestly Id expect to be a nearly neverending project).

However, since I dont seem to see any form of limit to private worlds, and I have found that I can invite my friends to come visit me in instances of my private world, does this all work if some worlds are public, some in the lab, some private? In terms of the prefab portals between worlds.

near escarp
#

Yes and yes

coarse swan
#

Example: User enters in one of the worlds which is public. They then go through a portal which takes them to a private or lab world. Does the portal function perfectly fine and no issues arise? And then can I go from private to public world, private to lab, etc etc etc?

near escarp
#

yes to all that

coarse swan
#

Oh sick so... realistically speaking I could actually be fine with a single publicly posted "hub" world I make that acts as the entrance to the various private worlds? How viable is that as a simpler way to connect users publicly into the world ecosystem?

#

Could be as simple as a nice looking zone with a handful of portals to the likely "popular" worlds they would wanna go to first, but then quickly discover theres a large amount of other linked worlds all in this sort of "ecosystem" if you will

#

Is that viable? Whats the odds of such a "hub" world being approved and going public?

#

Then once the main hub is public, perhaps one by one start making the main worlds become public as well

near escarp
#

Dunno, it would have to go through community labs regardless, but yeah a lot of people have hubs that point to their content that way

coarse swan
#

Okay sick, that definitely makes this project become a LOT less of a mountain of work and much more viable, I appreciate it!

pallid dove
#

So I've been making for a little while and it's always over and notch and over the top too many megabytes how would I go about downsizing the megabytes I know every time that you put certain assets in and increases the megabyte I put a lot of assets into one world and it's over 400 MB I need the YouTube video or something to help me to get the world downsized in making assets not so big

near escarp
#

check the pins

coarse swan
#

Query: The worlds I am working on make heavy use of alpha channels on textures, and I understand that is not quest compatible.

Is there a good video folks know of, or a guide somewhere, on how to make my world quest compatible by making my "Cutout" shaders fallback gracefully to less nice looking mobile diffuse shaders for the Quest users? That way Quest users can visit my worlds still, but they just wont look as nice?

errant beacon
#

Depending on what's using transparency, you could try cutting the mesh around the texture in Blender? o:

coarse swan
# errant beacon Depending on what's using transparency, you could try cutting the mesh around th...

This would exponentially increase the world size and add a lot of overhead. I honestly find it strange that alpha channels arent supported for quest. Using alpha channels to create complex shapes is way less resource intensive than manually cutting actual polygons to put textures on. There's a reason almost all older games make heavy heavy use of alpha channel cutouts on very low poly models, its much simpler and also produces way smaller models

errant beacon
#

On Quest, it's kind of the opposite - Z-testing is vv hard on the Quest's hardware, and so having a world with a potentially unbound number of overlapping transparent objects, along with avatars with the same problem, can get out of hand super heckin' quick o:

#

by overlapping, I mean something like looking at a pane of glass through another pane of glass kind of thing

mystic leaf
#

Can I make a Legacy shader/particles/additive shader emit light?

coarse swan
#

I mean I dunno its just weird that PS1 games had this handled and did it no problem, but the Quest2 cant? I am guessing its a temp fix and we will eventually get alpha channel support for transparency (limited perhaps) at some point for Quest2 worlds

mystic leaf
errant beacon
#

It's not really a VRChat issue, rather just a Quest hardware limitation unfortunately

desert python
#

worlds allow alpha. but if you make the quest hardware something behind something thats 254 alpha. performance issues will occur

coarse swan
#

Another quick question: Is there a way to somehow specify which spawn point to use on World B, when setting up a portal to it from World A? I'm trying to link worlds together in a cohesive way and itd be nice if I can make the player spawn in the spot that looks like they just came from the other world

#

IE I might have:

World A <-> World B <-> World C, with B having 2 portals at either end, and then setup a spawn point near each of those portals, so World A takes you to the spawn point near its entrance, and World C takes you to its spawn point

#

The theoretical, albeit ugly, workaround if not possible would be to just upload a private copy of the world for each of its entrances, with just the spawn point moved, and then link up that way. For some worlds though they could have up to like, 4 entrances D:

#

Though even the largest of my worlds are only like... looks like 14mb or so? Quite small individually due to being pretty low poly and have quite optimized textures

frozen glade
#

Heya does anyone know if there's a way to shrink down a whole map without breaking colliders? The map im using is bigger then most avatars and if im trying to shrink down the whole object it just ignores the colliders and there's tons of them for each part and i can't replace them without wasting days ._.

near escarp
#

Put it all inside a new empty game object and scale the empty down ?

frozen glade
#

doesn't change box/mesh colliders somehow

#

they just stay the same size

near escarp
frozen glade
#

I don't know

#

lol

#

I can change the game object size to 100 and the colliders will still remain at value 1

near escarp
analog pollen
#

Does it matter much if you build a world out of a lot of cubes in probuilder?

#

Or will it run like dogwater

frozen glade
#

because i changed that a bit maybe that's causing it?

near escarp
analog pollen
#

I'm up to around 30 cubes just for the entrance, but I assume it isn't too good

near escarp
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Ahah no 30 cubes is not much

frozen glade
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well my PC is off, you could test if you like to otherwise i will see tomorrow

analog pollen
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Alright, so what would you deem as a big amount of cubes then?

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500?

near escarp
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Well, you should merge your cubes in places where you can because it'll help for performance

analog pollen
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Didn't know you could do that to be honest

frozen glade
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my world has 390 materials and runs with 70fps in VR, there's even fog and like a half million colliders xD

near escarp
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You should also bake occlusion culling at the end

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Probuilder isn't great to be honest, i know it's practical and convenient to make things in Unity, but it's pretty poor in terms of designs and tools

analog pollen
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Not sure what I would use instead of Probuilder tbh

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I mean maybe Blender, but I am better at making cables look good on a breadboard than modeling emoji

near escarp
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There's tons of tools to make cables in Blender

analog pollen
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It was more as a joke, but don't most people use Probuilder?

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Or is there some other tool that people use to create beautiful worlds?

frozen glade
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soo the scaling down option doesn't break anything right? I don't want to redo anything like pickups triggers and so on

near escarp
analog pollen
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Ah, I'll do fine with Probuilder then 😆

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Hardest software I've ever used in my life

coarse swan
analog pollen
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Is there something I'm doing wrong if I offline test a world and the materials on objects are missing?

coarse swan
analog pollen
turbid gyro
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So I’ve been using tinkercad to make various objects like tables and cabinets. And then turn them in obj files. And bring them into unity. Only thing is. When I load them in, there giant. And yes I scale them down. But the textures won’t map correctly. They try to map to the objects at there original size. Which is like a skyscraper level big. So anyone know how I can get the tinkercad objects to take the textures and not stretch out and be a blurry mess?

coarse swan
# near escarp Can't do that sadly

So if my worlds are fairly small (around 10mb on average), thoughts on my other solution, of uploading different copies of the same private world, but with the spawn point moved to the different "entrances"?

For reference some of these worlds are "physically" quite large, as in, it actually takes a decent chunk of time to run from one end to the other. But they are quite lightweight and load wicked fast. But nonetheless to create that sense of the worlds actually being joined together in a network, one single spawn point will be rough because some paths you might take, a single central spawn point or whatever would take you way far away from where you want to actually be

Even if I thus put out, say, 4 copies of the same world (one for each entrance) thats still only 40mb of data, which is easily 1/3rd of what some of the popular worlds seem to be.

Thoughts on that approach?

near escarp
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That's really the only way to do it, which isn't bad, just requires a lot of uploading and maintaining

coarse swan
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That kind of brings me to my next question: Does VRChat have any kind of more, console oriented upload process? So I can batch upload multiple projects or scenes or whatever?

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Example: I might have a solid 30~40 worlds, and they all share an asset (say an "about me" plaque with info about me or whatever, link to my social media, etc) and I might wanna update that.

The unity projects themselves its easy to update that change, since they can all reference the same file.

But then uploading all of that to VRChat, is there a way I can do it via a script instead of via the in unity SDK game thingy they made?

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Cause its gonna be a massive headache if I have to do one small change that affects all of my network of worlds, and every single one of them I gotta open em up, run that SDK thing, and then upload manually, by hand

rain shadow
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@coarse swan What's your reason for splitting the worlds to begin with?

coarse swan
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Its a massive world and I think theres well over 100 zones total I could reasonably put up, all interconnected

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I actually now have two of them up and working, and individuals can check em out, they have a lot of work to be put in still to clean them up (for example all the small objects you wouldnt expect to collide with like flowers, bushes, little decorators, you collide with by default and I have to individually go around disabling all those objects collisions), as well as fix up the lighting to look way better (I might do way higher quality lighting perhaps and bake it, to make everything look a lot better), etc etc etc

rain shadow
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So you plan on doing each area as a separate world then?

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If so why not have multiple segments per world or all in one if possible?

coarse swan
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I might be able to fit some zones together in logical groups, like one city is actually 4 or 5 zones, I could put all those together into a unified world sure

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Id probably want to stay below 100mb total though. I would also need to then add a bunch of logic for changing the background music potentially

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Unless Im smart and group the zones together based on matching background music, I suppose

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But even if I do literally all of that, I still run into the same issue again, and thats the fact that these "clusters" of zones together still have multiple exit and entrance points

rain shadow
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Doing multiple parts per world sounds far easier than managing countless different portals and worlds on your account though?

coarse swan
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Like lets say I can fit 4 zones per scene, that just makes it go from 100+ to like 25+