#world-development
39 messages · Page 77 of 1
but thats still a /lot/
Thus the serious need for some kind of command line means to go through and batch publish all the worlds, if I have to do a change that effects every single one of them
From a players perspective having to go through a portal for each zone change is very disruptive though. I would personally prefer a larger download over multiple portals
IE: If I modify a prefab that all the worlds use
The zones are massive, individually, and have a huge amount of exploring to do
To get from one end to the other of Valkurm I think will take you a couple minutes easily
Alright understandable
It is one of the larger zones, coming in at... I think 12mb for the meshes? Then another 2mb for audio data mostly I think
The game was originally designed for PS2 so, the meshes and textures and materials and design has a LOT of effort put into compression and smart design to make it an extremely small footprint for a giant world. They were smart about putting the vast majority of the detail in texture work, not in polygons. So it has a pretty low poly count with well made textures. Thus the scale
I guess the question is, whats the upper reasonable limit for front loading up a worlds data? Like what do people consider the point you hit for a "big" world
Though I will note, these zones are currently lacking any form of additional models to fill them up. I could absolutely load in a bunch of NPCs and stuff with animations, to make the world feel more alive. Each NPC prefab Id expect to be about 0.5mb each or so?
So tossing in another 20 or so npc prefabs would make that 12mb turn into about 22mb, or so.
I think triple-digit megabytes starts to get a little too big for most people, personally I probably wouldn't join something that's like 150+ mb o:
double-digit MB worlds are fine afaik
My question would be how many of the assets are reused in multiple parts of each scene if at all
Check the top pinned message in this channel o:
Because if the same game assets are split up I would kind of expect that splitting them into separate worlds means you would be downloading the same data over and over possibly
Ending up with multiple worlds being significantly larger in overall file size
Oh ok
Almost not at all, not in a terribly easy way. Sorting that out would be a massive headache. Each export the files are named a bunch of hard to decipher names, and there may be crossover for materials and textures and such but, it might be random
It does mostly seem like each zone has its own unique pallette of materials/textures for the most part
Multiple worlds would be fine for that then
@coarse swan Were these going to be quest worlds also?
Unlikely unless quest starts supporting alpha channels on textures. Half the materials and textures are alpha channel based
If you drop alpha channel support everything looks pretty terrible
You could allow yourself to have much larger file sizes if you don't plan on having it on quest
Whats considered a "largish" world for non-quest support?
I mean I would prefer to be future proofed to theoretically support quest in the future, if quest starts supporting alpha channels
@coarse swan 50 mb. and be happy with that. thats more than double on most platforms
oh non quest is like 500 mb
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I definitely enter non pc worlds that are well above 100 constantly
i think any higher than people just report the world immediately
I think theres a bit of a balance because, users might not want to enter a zone and load up 4 zones worth of data, if they never planned on visiting 2 or 3 of those zones right?
But inversely if they ever backtrack, then they would load up a second copy of the zone, so now they doubled the data
But yeah as for quest support, until quest supports the fact I have like half my textures looking like this:
It prolly is not gonna be quest compatible for a long time
quest supports it, its just not a good idea
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It doesnt look like it supports it?
heck, having that many alphas can hurt a normal pc
lol no, it definitely doesnt :p
this game was designed to run on PS2 and computers from 20 years ago
that wasnt unity. and quest ofc is android so no one really knew people were going to use stuff from the stone ages so they never designed it architecture in that way
Pretty sure this zone can run easily on a raspberry pi at this point
and ps2 was a console
A modern android phone is several thousand times more powerful than computers 20 years ago and the PS2
This thing can run on a raspberry pi without issue
in some ways, yes. but in other ways, easy crash
yes, rendered from unity and loaded up that way to look at
Alguien aquí habla español
well im not stopping you from putting it on quest. its your call
I literally dont think you can?
@coarse swan prove it
The quest compatible shaders dont support alpha channels. At all.
(bet youre talking size)
No the mobile shaders straight up just dont have support for alpha channels. Period.
youe not limited to those shaders. those are mainly optimized for avatars
And if you dont use the mobile shaders, it just gets slapped with not quest compatible when you upload it, I think?
Thats what happens with avatars at least
no doy lmao
You can use custom shaders on worlds iirc
Ah yeah? Well this might be quest compatible then, I should theoretically be able to just point the build at android and go right?
yesh correct
Aight, Ill give it a go, see how it works
i feel like this was all a given. but im assuming you did avatars before worlds so nvm
Yeh definitely started with avatars haha
yea, quest avatars imo are much harder than worlds due to limits. but the limits are so much better than kloukanvr quest limits
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yes
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Im still strongly holding that all this alpha issue is just a temp fix, because simple binary alpha shading is like... 40 year old tech now at this point. Im pretty sure the atari had support for an alpha channel IIRC, though it might have first shown up around the 16 bit era
I was wondering if anyone spoke Spanish to play but I don't think so
just make sure it doesnt offend a huge crowd
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back in the day. alphas were like 20% of everything and why the graphics looked all chunky and the floats were off
now obviouslly things are better. but android is a bit behind. specifically the snapdragon side
^ Z-testing problems are a hardware issue with the Quest, not a VRChat restriction afaik
Yeh, and they are still a modern gaming method to substantially optimize performance. Alpha binary texture culling is hands down waaaaaaaaay faster than polygon rendering, because one is rendered in 2d space, the other 3d
Ok bay
and also the fact: there are so many shader variants now that hardware must be manufactures for now. quest just bit the dust for grab and alpha-ing for the time being
thats also true. you know what makes me super mad, controllers that dont use rechargible batteries. youd think we'd learn a lesson or 2 from the wii lmao
also i think a raspberry pi is weak enough to feel performance dither from alpha passthru
Okay tested it out, zero issue, it worked actually quite well just like that, sick
I just assumed it wouldnt work but, that shows me, I shouldve actually tested it, absolutely no issues and it looks pretty much that same as PC
So yeah I think I definitely wanna stick to the much smaller, sub 20mb zones, each individual, to make it much easier on quest users so they dont load as much assets per world
Heres a pic I took from inside my Quest, showing the alpha channels are working just fine. I ran around for a bit, never felt like there was any lag or issues loading anything up, it all looked solid
👍
You get lag if they overlap a lot, which people tend to do with particles
Yeah its not used for particles, basically no particles at all in the zones, I might at some point add like, smoke or something out of things that have smoke stacks, stuff like that
but the alpha channels are used for two things.
-
Plants and enviro stuff, to make nice fronds/leaves/flowers, the usual
-
Most of the enviro, ground, walls, etc consist of 1 very simple texture, with a second overlayed UV mapped alpha texture that adds details and whatnot where needed
For particles, you might want to look at the additive/multiply particle shaders that VRChat provides
grass is usually very bad for that reason
Theres some grass and stuff but its typically sparse and low res
Yeah so, its seeming pretty silly that clearly the quest has zero issue with this rendering, as I try it out. Even layering four things in a row it has zero issue. But I apply that to my avatar and instead of a warning its an error and refuses to upload. Lame.
Four overlapping layers isn't terrible, but keep in mind that you can have up to 80 people in one instance with invites/portals - all of those avatars having alpha transparency, and also potentially all overlapping, could stack up vv quickly o:
heck just 80 avatars in one instance'd bring any system to a crawl lol
Well yeah I mean, I dont think the alpha channel is what breaks the camels back there
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Oh another question: Is there any way to see which orientation portals and spawn will be facing in unity?
I am currentely trying to use Hangout Player to insert an mp4 URL from dropbox. one mp4 is working, the other isnt. What format/codecs are working? I've been trying to convert my file into different codecs and bitrates for 4 hours now.
@frigid estuary afaik, h465 doesnt work but h464 works
264 thats it
unfortunately it wont start
ok, this is unity video right?
what do you mean by that?
is it unity or avpro or dynamix?
im using vlc player to check the information
in unity, i think hangout uses unity video so that video should work
im not sure what you mean by unity video. is it a different format?
no, 1 does streaming and the other is something else. you should be fine
Unity video player, AVPro video player, or Dynamix video player systems in Unity itself
^^
is there a limit in length?
the only difference i see between my two files is the length, one is 1 hour 40 minutes and the other is 1 hour 10 minutes
codecs in both audio and video are the same
no there isnt
is it possible to take down a quest compatible version of a world? i completely reworked a world and the quest version won’t be ready for a while. wanna take it down in the meantime
should be listed under your content management in the SDK panel
I think you'll have to private the whole world
@onyx leaf theres no way of doing so without vrc support envolved. id suggest just uploading the plane temporarly
now were having a video player problem where when someone leaves the world the video starts working and for some it doesnt
it has become a total game of luck whether or not the video player is working
I don't know how to increase the resolution in VRC_UnityVideoPlayer. Please tell me!
avoid using avpro video players on sdk2 as they are pretty much broken atm. on the hangout player thats the "new" player.
if you're playing videos from dropbox make sure its a direct link, and sometimes filenames with spaces or special characters can cause issues
for best compatibility use h264 for video and 2 channel aac for audio in an mp4 container
Is there a clean way to enable/disable Scene Descriptors for my world? I want multiple descriptors I can switch between for different versions of the world that have different spawn points. Simply disabling it like this seems to not be working, which is hella annoying because afaik being attached to a disabled object means they wont actually do anything
(The "Entrance - x" objects are the descriptors, and in my pick I have 2 disabled and only 1 enabled)
Basically I just need whatever brute force way there is in Unity to effectively ignore the existence of two of those objects at a time, and be able to very easily flip between which one is the "enabled" one
I might need to do something like copy/paste the VRC Scene Descriptor scripts off onto prefabs I store in a folder, and then remove the descriptors from all but one of the objects, then I can copy/paste the components back and forth... If you know of a cleaner way to accomplish this goal please let me know
you cant switch between scene descriptors as the scene can only have one
but you can just move the spawn point
oh, did you mean for just maintaining 3 different versions of the world in your project?
Correct, looks like copy pasting the script component off of a prefab works, I can set up my three descriptors in the scene first, then make 3 empty objects, copy past their scripts onto them, prefab the empties, then delete the "unusued" scripts temporarily
Then to switch I just delete the one script, and copy off the prefab to the one I want to "enable"
Seems to be working like a charm
are you trying to do what i think you're trying to do which is have each zone entrance portal connect to the appropriate version of the world with the corresponding zone entrance spawn? lol
Correct yup, by having multiple copies of the world privately published
you could probably get away with having all of windurst as a single map, since most textures are reused across all 3 zones etc
The worlds are like... 7mb each atm so, even if you end up backtracking and as a result get duplicates, even all 4 copies amount to like... 28mb or so
The unfortunately are not, exactly at least. I fiddled with it a bit and the uv coordinate stuff did not cooperate even when using what looked to be the same texture
theres a world in vrc that has windurst, bastok, sandoria, jeuno and all the zones between them in a single map lol
It seems like the ripping process tightly couples the textures to the world
yeah, likely has duplicates of textures for each zone of the same city
maybe they got it to work somehow but, Im aiming for a fairly bit larger scale and, more importantly, its quest compatible
People were telling me about how "hundreds" of instances of alpha channels layered would cause major issues for the quest. I just took this pic in game with my quest 2
you should look at silent's ffxi worlds if you're interested in importing ffxi zones, they've done an amazing job with them, especially Ru'Aun gardens
Yeh Im using their water as well, Im gonna get in contact with them and see if they wanna team up on this project, my goal is to do the entire game
the issue with alpha/cutout on quest/mobile hardware is that its just more expensive to use
you're not going to have a problem using them per say, but they are just going to incur a larger performance cost, especially if there is a lot of overlapping
In that one shot there are easily a hundred+ layers of alpha channel cutouts, and I had no frame rate loss, while also walking around some running water with transluscence
Each tree has a good dozen layers or more
And theres dozens of trees and at some points in that image, you are looking through many of them in a line
not a single hiccup or issue occured, no noticable lag or anything, totally seamless as far as I saw running around
sure, but its something you should keep in mind, you can achieve decent performance with cutout/transparency on quest, but just because you're getting no frame drops doesn't mean its not expensive, it just means you haven't hit the performance threshold where performance will drop, and if you ever do, alpha testing/blending will still be more expensive than without
Sure, I think this is definitely the upper bound, which is why I tested this world first, since I knew it had a metric tonne of it going on
Windurst Woods basically has these types of trees covering the entire zone, I cant think of a bigger "Stress test" and it basically had zero impact on frames and performance that I saw. No visual tearing or anything
So if it can handle that, I feel solid on the assumption the rest of the game wont be much worse
now go port forest of zitah or one of the forest zones in aht urghan
Mm yeah Wajaom Woodlands might be another good stress test
Silent has a Yorcia Weald map, pc only though
I was looking at it and Im pretty sure windurst woods is more dense than zitah though, I already ripped all the "main" zones I could think of (though I might add Qufim to the pile), and as I ripped them I was looking at em in Noesis to consider which one was the densest looking for alpha channel abuse, and woods definitely was way up there
Oh shit Yorcia would be pretty intense lol
This is going to be my first "batch" I want to pound through and get linked up, though Im gonna see if I can get ahold of Silent and see if they wanna work together or provide insight
isnt ronfaure relatively dense too?
I think the big thing that makes my approach a lot more quest friendly is keeping every single zone seperate and small, way less intense on the quest if you minimize how much stuff you have loaded at once
Not really nope, not a lot of overlapping
Big trees but, windurst just has like, hundreds and hundreds of small ones all tightly clustered together
Also, query:
I have built my world for quest, and now it shows up with the android circle on the world list on my account. Do I /have/ to build it for PC for PC users to access it? Or can PC users just inherently access Android built worlds that dont have the PC build made yet?
you need to build for PC as well
Jesus christ lol, hnnnngh
Is there an easy way to switch between building for both that doesnt take forever? A way I can have both builds kind of loaded up in Unity?
use unity cache server
And for the record... At the moment, is there any type of CLI or something for publishing worlds?
I would very much love if I can run a script and it goes through and publishes all my worlds in one go, back to back
Im gonna have times where I have a common asset used in all the worlds, and if I need to modify it, having to manually go through and upload for every world, for every entrance in that world, and for both android and windows, sounds like a massive pain
not really, good luck with that lol
you should also be aware publishing to community labs has a 1 week cooldown
I dont need the worlds to be public really
Im planning to just have one single "hub" world that takes folks to the "main" worlds, and then they can explore from there
Oh sick I dont need to mess around with the copy paste stuff on the descriptor components, thank god
I can Remove the component, and then I can just revert the remove component and it goes back to working
can some one please help me i am making a map and getting two errors and need this done in a few hours
Trigger on Sphere (2) was not initialized in time!
UnityEngine.Debug:LogErrorFormat(String, Object[])
VRC.SDKBase.VRC_Trigger:ExecuteTriggerType(TriggerType)
VRC.SDKBase.VRC_Trigger:OnDisable()
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
First one is a warning, second can probably be fixed with https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems
@ancient tusk
ok thank you i will try this and report back
omg i think it worked your a life saver thank you
if anyone in vrchat moderation could answer this I'd apreciate it: If I have avatars in my avatar world that are technically nude but show no only the body and not the stuff that gets avatars banned ill post an example of one of them
cant post example cuz discord bot blocked it
if discord doesnt like it. then their might be an issue here
it basically has no reproductive parts showing and no nips
ill just play it safe and give the world the nudity tag
hmm I guess 🤔 its technically safe but i would have like an extra layer. certain crowds are very sensitive/ karens
so I just made a world and I was wondering if it's possible to use Google Drive to link videos from videoplayers. Dropbox works out fine, but the default is set to 2GB only while Google drive is around 15GB
there is a way to use google drive. but to set it up properly is rather difficult imo unless you find a website that sets up the google link for you
wait. what do you mean by “from”?
you can use any file host as long as you're able to get a direct file link that works for everyone
no. i mean i never made a tutorial for it. but it is possible lol
so someone may have
I tested it on my google drive, made it shareable through link and only dropbox
our saviour lol
Thankssss
but yea. vrc requires a very directive link for some reason. assuming security but this looks like an easy website to use to fix that issue lol
..hardly a security issue
you can't just magically extract the video file link from a web page
can someone help me with a trial map?
thats fair. youtube.dl
youtubedl fulfills this role, but it can only support so many sites, which all have to be added and updated constantly
@dusk sapphire I tried it and still didn't work T-T
what are your sharing settings?
"Anyone with the link"
“can download”?
yeaa other people can download it
what format is the video?
mp4
is it h264 or h265?
h.264
if you try to access the link yourself, does it load a page or the video file
try shortening the link? possibly too big for vrc
I tried bitly to shorten it, still didn't work out
oh! is the file bigger than 100 mb?
it's 7 mb
it seems the resolved url is too long for vrchat, error in vrchat logs show it as truncated thus giving an error page
using a link shorterner doesn't do anything as its just redirecting you back to the same link
I see
well I guess I'll be using dropbox instead lol
but thank you for assisting me
link shorteners have worked in the past for me (i have a lot of 80+ character links) so im not sure why its being weird. the only other thing i could think to bypass is telling the videoplayer component the link while in unity and have the world itself load the video
I see
actually its not truncated, but the link resolved is different from what you get if you tried to access it in the browser
actually it might be truncated as trying to access it gives a 404
309 characters long
idk if thats an actual google drive direct link at that point
the direct link you see is not the final link and will redirect you to another link that is generated specifically for the requester only, which is quite common on google services
is the resolved link after that shorter?
all a link shorterner does is redirect you back to the original link
is anyone here familiar with noriben's beam lights?
@near escarp my issue still doesnt get fixed when i change the pivot/center or world/local ._.
Looks right to me ?
uhm where?
your actual asset object
i dont have any fbx thats the only thing
Then yeah you can't edit it
or any way to make avatars bigger?
if i cant scale the size down is there a way to change someones player size on join or anything?
Not really
You should try to export those meshes with FBX Exporters in unity and then re-export them from blender into unity
thats couple of hundred meshes and it doesnt rescale it how it should be when exporting to fbx so imma just give up
google unity fbx exporters and you'll find tutorials, just make sure to switch from ascii to binary
i did try it, but it breaks the original scale and adds some materials that shouldnt be there and i dont have the energy for days for doing that
I'm not aware of any other solution
i might just make bigger avatars
How i can add my world a television like in the "Rest And Sleep (japanish symbols)" map?
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https://gitlab.com/s-ilent/clear-water might help o:
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The repository is the page itself - download the repository (download button to the left of the blue Clone button, at the top-right of the page), unzip the file and put the Shader folder into the asset browser's base folder c:
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yes
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When you apply the shader to an object, there should be a UI to change the shader's settings iirc?
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It'll probably work best on a plane/quad lol
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There's no surface texture added yet, add one o:
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are build test servers down rn?
not that I'm aware of o:
also keep in mind that if you're not using the cheap variant of the shader, you'll need a directional light or other depth buffer activator in your scene for it to work
restart, I had similar problems
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Are there any good places to get assets for world building? Specificaly I was wondering if there were any 'floorplan' assets, so to speak. Basically just pre-built walls and floors and such that I can add decoration and furniture to
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That might be your camera's clip plane in the editor - try selecting something small and pressing F to focus on it, and then see if the water stops disappearing? o:
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weird, does the problem appear ingame too? not sure o:
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I'm not super sure, sorry o:
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yo, quick question because i seem to be a monkey right now
What would be the setting to make the gamemode not spin/fly when getting thrown away ? I'd like to make it simply grab, move and stuck in place.
Right now when I throw it the game object rotate on itself very slowly slowly :T
Try turning "Is Kinematic" on
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cool! c:
Is there any way to change the jump strength in a world via a button with sdk 2.0? I swear I have seen this done in a 2.0 world before but so little info is available.
Is there a place where I can find 'world templates' so to speak? Basically just a bunch of blank walls and floor / roof that I can add my own decorations and such to
Currently trying to make a world based on Goiky, the setting of a web cartoon called Battle for Dream Island. So far all I've done is put down the terrain texture and model a swimming pool matching one shown in an episode.
I just successfully uploaded my world to use as my home, but when I try to go to it I'm immediately sent back to the world currently set as my home, how can I fix this?
Kind of an interesting thing I was pondering: Is there any support in the SDK at the moment to detect if <thing> is or is not roughly in the field of view of a player's in game camera (the taking a picture one)? Was just thinking itd be pretty cool to detect if an NPC in my world is having its picture taken and trigger them to do a pose animation and face the camera
can you visit the world normally?
No I can't visit it at all, like I said I just get sent back home
Oh, what happens if you build and test it locally?
Not an option. The button is blanked out
Are you on PC or on quest?
I'm making this on PC, I play on Quest
It is Quest compatible currently
I set the build to Android
Try building and publishing this for both to start?
How would I do that? It says either windows or android
You have to literally do both seperately at the moment
like build it and publish it for android, then switch to pc, then build and publish again
Wouldn't that create two seperate worlds??
No, the worlds identifier is generate when you first publish it and set on your VRCWorld prefab on the Pipeline Manager component (the Blueprint ID field)
When you first place it, its blank, and, if you ever delete the world you have to hit the "Detach" button to reset it (or it will try publishing to a world that no longer exists and it will fail)
When you publish for PC and for android, they both publish to the same Blueprint ID, so thats how you get both the Quest and PC compatible icons on your world
So I just publish it for Android, hit 'Switch build target to Windows', then publish it again?
yep
Which is a huge pain for the record imo, I would love if I could just do both in one go
Will do and report back
It is, but also just what we have to deal with it seems
It is what it is
Once I get deeper into my project, I might start making posts requesting from the devs a real CLI for publishing stuff
Im looking at like, 100+ worlds on my project I have to maintain and they might all share one asset, so if I ever update that asset, I will have to sit and hit that publish button 200+ times. Not looking forward to that drudgery
Not strictly what you're talking about, but iirc Poiyomi's shader has a an option for an object to only appear in a mirror, so that might work in cameras too? o:
That has more to do with the shader stuff which I dont think will work. I was thinking more like an actual animation
Specifically like, I like the idea of players being able to take selfies with my NPCs in the world and the NPCs participating in the selfie, looking at the camera, making a smile or a pose or whatever
I somewhat get what you mean. I'd also like a better way to import different types of models easier. For example I've been looking for a specific avatar and I've found it, but it's an MMD file and not something I can put straight into Unity :/
Thats more of a Unity as a whole problem. Ive mostly stuck to fbx files, they work quite well
But I think that's more of a Unity problem then a VRChat problem
Alright, just did those two things. Time for a test
Also yeah after fiddling with it, I have found a pretty clean and fast way to support multiple different VRCWorld entities on my one scene for publishing multiple versions of the same world with different spawns and it works pretty smooth
You could have a model of the NPC posing that only shows up in a mirror/camera, but that'd kinda cause a weird mirror ghost effect lol
Yeah, I think what I would need for it to actually be clean and smooth would be actual SDK support, even just a "where is the camera atm" or something
Hm. In-game it still says it's only compatible for Quest, and I'm still getting the same issue
Despite me publishing it for Windows as well
No, I restarted my game and it now says it's PC compatible
Unfortunately I'm still getting sent back to my home world, so that didn't seem to fix it
what happens when you build and test locally?
try importing https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports? o:
The same. Sent back to my home world
I'll try that
It opens Visual Studio when I run the worlddebugger?
Seems it wasn't meant to be :/
just to verify, how did you run the world debugger? o:
When you import the .unitypackage, it should make a VRWorld Toolkit tab at the top that has the world debugger in it, iirc
Hey all, I'm very new to world development for vrChat and have a question
is it possible to use compute shaders? I know cs scripts aren't allowed. I'm not sure what other way to use compute shaders there are, or if it's just not a possibility currently.
I'm not super sure what compute shaders are lol, but things like Udon/UdonSharp (a C# compiler for Udon) are supported in SDK3, and custom shaders are otherwise supported
does anyone know if Poiyomi Local Size Setting impacts performance?
if i can't scale a mesh down then this would be something i could try with around 100 materials
Does anyone know why OnEnter trigger works only for player entering the trigger when trigger is a child of pick up?
Is it some weird collision matrix specific for VRC for pick ups + children ( trigger still has def layer)
Is Udon essential for making the 3.0-based world?
Udon is 3.0
My second world, using all the help from across the world, thank you all so much, I'd be so lost. Let's keep building!
Is this code wrong? for some reason it won't work both :(
@lucid rampart what are is attempting? also #udon-general
I'm new. I just bookmarked a bunch of guides to read later. If anyone can answer this question quickly, though, that would help me get to a good start.
What is the easiest (and preferably free) software to use for building VRChat worlds? Hopefully something easier than Blender.
hello all~! I just try to upload my world. It says that I need more time to upload it. Is there any information of it??
?upload
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
@dusk sapphire Thx!!
my 6th or 7th day on unity, working on a world custom freestyle floating island in space (: , made in the last 2-3hours
does anyone know where this is from model wise coz ive seen people use it before n id like to have it
ty 😄 well i do art in real life so i guess the creativity helps me on those points ;p
xD nice
done as for now i guess :p further progress in future .
Is there a way I can easily make my world either directly, or assist to, open a portal to another world by a specific ID, for all players in the room?
I want to link World => World with a portal, but, I want players as a group to smoothly move from that world to the next and end up in the same instance semi reliably. Its my understanding if I simply just plant the vanilla portal in the world, players loading in wont necessarily go through that portal and all end up in the same instance, right?
For example, is it possible for me to have a clickable object that, when clicked by a player, performs the "Open a portal" action, with specific privacy settings?
Or, when clicked, opens up their "world" interface for them set to a specific world (the one they can go to) and then its up to them to hit <their preferred privacy level> and then <drop portal>?
The closer I can get to:
- <large group> enters the world
- They all go through portal in that world to the "next" world
- As close to everyone ends up in the same instance
The better
wt is that
Looking at the portal prefab, heres something interesting:
You can set the Room Id of the portal... What happens if that Id is for a room that doesnt exist?
Does entering the portal create a new instance of the world with that specific Id?
And if so... Is there a way I can fetch the current Room Id?
I want to make two seperate projects one for pc and quest but how do I make it so they are synced up?
Whats the differences between them? Typically you just have one project and just switch your build target and build for both
If you want to have two actually different worlds that share assets, use Prefabs in unity to synch between multiple scenes
Its just shader use like poiyomi and such so it tends to take forever to load or never load at all
You shouldn't really use avatar shaders for your world
What does the Networking "GetUniqueName" function do exactly? Im not really seeing any documentation for VRC on what these things do
Also what does "Room Name" do on a portal?
https://docs.vrchat.com/docs/vrc_portalmarker
Used to create portals to other rooms. Example can be found in the SDK as VRCPortalMarker.
?
We don't even have a date for 2019
Thanks
Downy, technically you can build a world with only Unity and the VRC SDK. One of the better tutorials I've found on YouTube is: https://youtu.be/37g7QfbaCbY Note - it's a 3.5 hour recording of his live stream (watch it on 1.25 or 1.5 speed). Also...
I did a Twitch stream on 12/23/20 where I showed how to create and upload a VRChat world from start to finish. I am in no way a professional 3D modeler, I am simply demonstrating the methods that I have found that work for me. I know there are probably a million other ways you could go about world building, this is just how I like to do it.
I c...
@hard granite This is my actual 'starter kit' for each world (you load it all into Unity before you start making anything). No need to get into Blender for awhile, just make some basic private/test worlds first, like with ProBuilder. Note that for Quest compatibility, you need to first research how to build/optimize and publish Quest worlds, then also publish it's PC-version twin (you're making two versions of each world).
How does one deal with the cursor making the dropdown content transparent?
so thats s common particle ui issue and im not sure if anyone found a fix for it yet. have you tried messing with the render queu on your uo?
@sage gust
yeah... I'll double check
so a higher sorting order makes the whole canvas transparent under the cursor, and a lower sorting order shows no change from the pic above
I think the dropdown content itself makes its sortlayer higher by itself or something... idk
possibly use a different layer? like “ignore raycast”
bouncy objects seem to lose their bounce after awhile
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does anyone know what to do about objects that stop bouncing or is there no fix?
Is there a good available udon world menu for turning things on and off?
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Not so much questions about how to use udon but looking for prefabs.
If there was a standard world menu prefab sort of thing.
But likely I'm betting this is a nope.
There might be, but the udon channels might get you more results
how could I import a gif as a texture
@magic plover https://vrcprefabs.com/ click Database, then Udon Prefabs (SDK3)
Note that you might need Udon Sharp for most of them
Question VRchat team is it me or my item a distorted when hold ? How come ?
here is one of the object :
You have it parented under something that doesn't have uniform scale
@wild schooner scale on the transform component, it must be 1:1:1 ratio
so like that for all of them
Puting it a 1 1 1 didnt work it still warp
and now they are really small
did you change the parent?
yup all of them including parent are 1:1:1
also even the hammer that arent related to the bear warp
are there any parents above that parent secretly?
ah here that was the parent of both bear, table and hammer but i cant put it at 1:1:1 or well that too big
then dont put those pick ups there and see if it works
your want me to remove the pick up ? but that want kinda the point of the bear and hammer to be pick up
no move it so its not parened
Sadly no
yea that has to still be parented to something
i mean it is, my project is at least set up like :
Basement, then wathever in the basement parented to that
1 floor, same
basement, same
i did that to have more clarity
should i not do it like that @desert python in photoshop i would have done a group, but there isnt that in unity so i did a game object
either way my floor 1 is at 1:1:1 already
I'm looking to make a card game asset. I know it'd be easier to do with Udon, but is there a benefit to doing it with SKD2 instead?
Not that I can think of, SDK3'd be easier and more flexible for that imo o:
if anyone know for my problem feel free to chime in
Anyone know how to do use gifs as a texture?
Thanks, I was there but there is a lack of working world menus. There is at least Jetdogs-Prefabs-Udon but the menu example is just an ugly set of buttons with some basic logic. That helps a bit but is very lacking. I guest like everybody I have to just trudge in and widdle a world options menu while trying to learn udon. Yay.
@wild schooner You can try zeroing out the x,y,z rotations for each object in the tree. See what happens. When transform is applied, it's applied with its local rotation, then scaled by the parent. That shouldnt matter if the scale is all 1:1:1. Something has to be off with the scaling
ill change it even tough as said it is really all scale at 1:1:1
@magic plover Oh you are looking for world menu? Like this? https://booth.pm/en/items/2189182
VRChat SDK3用拡張メニュー(もどき) UdonMenu ver0.01β Last Update:2020/07/02 ◆なにこれ ExMenu(https://chiugame.booth.pm/items/1510744)をSDK3で使いたかったので作ったやつ。 ベータ版なのでテレポート機能以外は何も設定してない。
omg thats been there this whole time? i thought tey moved to github lol
we dont update that menu anymore
yg yeah ok i cant put the top parent a 0,0, same for the rotation because yikes
More like on a wall. That thing pops up on the player wherever he is and is really kinda irritating as hell. Just like a simple wall menu like Midnight Rooftop.
Smoll world, floor 1, Bear, game object, ..... etc. If all are 1:1:1 scale, all that's left is rotation. Also try using unity default shader to rule that out
ok but i feel like im being troll and that mostly because i dont understand. If i move everything to 0:0:0 then everything would be out of place and my map would now be broken. Plus default shader would now remove the work i put into my map by choosing a good shader to go with what im working on
like what is this mess now...
i know i probably just didnt understand what your said and im sorry
That scale isnt 1:1:1. Is that a parent object?
no its just a chair i use its a parent of nothing
@magic plover we designed that thing so you can set it static and itll stay put
but thats the super duper old rev
The rotation suggestion was just to test it. Not to keep it that way. Same with the texture. You can make a new material with a default shader and apply it without touching the old one. Those are just suggestions since the only documented cause of your issue is non uniform scales
ok well so i add random cube and put the pickup on it to see if this one would be discorded. He isnt parented to floor one and neither is he parented to anything
@signal turtle ok that cute is fine i dont understand
If it's good now, then it's gotta be something weird with one of the parent objects scale. The scale doesnt have to be 1. They just have to all be the same at each layer. Like a parent with .5:.5:.5 is fine too.
what should I do because I can't do a waterfall and ive asked for help with gif textures I tried a video player and that does not work either
@proven glade Im not sure how your going about making said water fall but you can either make it using **partials **or with a **shader **.
where can I find a waterfall shader
If your willing to pay im sure you can find something on the asset store.
just make sure it will work with unity 2018.4.20
Anyone know why im getting this error when trying to Build & Test when i do have a VRCSceneDescriptor? Using the Examples scene for testing. Didnt change anything with it. Also reinstalled unity and the SDK 3.
I've got an odd error I've been stuck on. I have a canvas that has worked until today. It has buttons on it, no triggers or colliders in front of it, it has a vrc ui shape attached, and the hand raycaster picks up on it being UI in game, but when i click the buttons nothing happens. They don't even visually press or send any of their events. The button events will invoke in the editor though
I also made sure its on a layer that UI typically works with. does anybody have any ideas where else something like this can go wrong that i haven't considered?
I noticed, when i hold down right click on desktop, the other buttons in my world glow white but the ones on this canvas stay blue like there's no interactables there
If you had pictures or better a video, would be easier to see the issue
So here's the normal behaviour of the rest of the canvases in my world. the cursor is going white and it interacts and i click
and here the cursor stays blue on all of these buttons
the buttons do receive clicks in the unity editor when i hit play. just not in vrchat 🤔
So only the canvas on the bottom does not work? You said it used to work before, do you remember changing anything? Like the layer. Sometimes when my canvas dont work in game is because of a collider blocking it ( i think it adds one automatically if you dont have one) or because the canvas was facing the wrong side. It is also strange that you say it works on the editor, but not in game. Can you check if you have a collider on your canvas (pic)? (where VRC UI Shape is) If not, try adding one (im not sure how the collider is added in the game, so it might cause your collider to be offset)
here's my canvas that won't work. won't adding a collider keep it from raycasting to the canvas?
here's a sample button. one of the ones that isn't clickable on that canvas
I haven't tried clicking it from the back in game in case it somehow got reversed. let me try that real quick
real quick how tall is the player collider? its 2 metres right?
If this isn't uniform on the canvas the collider goes wonky
It automatically adds a collider in game, but im not exactly sure how that is added. I always add mine with IsTrigger checked so i dont collide with it. Can you also try to set the scale be the same on all axis? I see you have the button as X 1.4 Y1.4 but Z 1
The player collider is 2 meters tall, yus
gonna give that a try now
hmmm. couldn't click it from the back, and i made all the buttons and canvases have uniform scale 🤔 no difference. At this point i should check my udon stuff and make sure no triggers are getting spawned at runtime or moved in front of the canvas that wouldn't happen in the editor
got it! the panel they were on was moved like -.0001 back on the Z axis so it was behind the canvas raycast hit
thanks for the help ya'll
i wouldn't have thought to check the z axis transforms and stuff. not something i ever messed with
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Welcome back is there any pool table system in VRSDK2?
Your meshes need to be merged
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Blender
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thats not how that work. If you serch a specific tutorial your less likely to find one
on the other end you question is just how do i merge meshe on blender, search for that
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but @near escarp do you know if any of the playable object were made in sdk2 or 3 ? like when you can play pool or card game
There isn't a pool table prefab for SDK2 as far as I know - there's this one for SDK3 which requires the Udon networking update, which is currently in beta: https://github.com/FairlySadPanda/vrcbce
is that what they all use those that i see in vrc at the moment?
@errant beacon
if you're on the open beta branch, yup! otherwise it's likely HarryT's or Xiexe's fork of Harry's, though I can't really in good concience recommend Harry's lol
UNU beta's potentially coming out fairly soon though, def might be worth looking into FairlySadPanda's fork c:
ok then because i kinda want to include game in the basement of my world and i notice the lack of tutorial on how to include those so i assume its because there might not be that in vrsk2
yup, all three pool table prefabs are SDK3 afaik
yeah i mean pool yes but cardgame or game in general
i just have to retry sdk3 because i remember downgrading because my brain began to stress too much over udon that i coudnt understant. Like i was following the tutorial but not really understanding it so just following it step by step
There's def been some SDK2 cardgames in the past, but I'd probably recommend using SDK3 again if you want to make one of those yeah o:
ill take a jab at it again if i remember im suppose to be able to upgrade and keep my world because i rater not loose everything
You can go from SDK2 to SDK3, but it can cause issues iirc
make a backup of the whole project before you do, and after that make sure to clear the scripting define line here:
Project Settings > Player > Other Settings > Scripting Define Symbols
Hi everyone. Is there a way to get a planar reflection on water n VRC without scripts or the use of reflection probes? Scripts are not allowed and reflection probes don't give a good result.
Did you try a box projected reflection probe? o:
thank you!
Yes, but the reflection image goes out of place when you move around
sorry to be annoying but is it also one metre wide?
you're fine! - iirc it's 1 meter wide and deep, 2 meters tall c:
okay
im working on the phasmophobia houses and the doors come with colliders i have to remove and the doors are just a smidge to thin for the player collider to go through so i have to remove the wall door frame collider as well which is annoying as hell
bleh that sounds annoying lol, gl on that o:
odd, try making the Box Size setting larger and/or messing with the Box Offset if you haven't already? o:
past that I'm not personally sure - Unity scripts aren't allowed, but Udon ones are with SDK3, so there might be something there maybe?
Thank you👍
What happened...
make sure those meshes have generate lightmap uv's checked in import settings
i need help. i'm trying to build and publish an updated version of my world, but it wants to publish it as something completely new. i've already tried googling it (unhelpful) and i've tried detaching the pipeline manager and copying and pasting the blueprint ID for the currently live version in before uploading it. that doesn't work either
when you try to upload with the id attached the upload screen and the vrcsdk panel show it as a new world?
yeah. it's a completely fresh world
even though before i build & test it shows the name of the live world
any console errors?
may want to check if you didnt accidentally have more than 1 scene descriptor/pipeline manager in the scene
1's vrworldtoolkit is useful for quickly checking for issues like these https://github.com/oneVR/VRWorldToolkit
there are errors. should i screen shot them or is there a way i can copy/paste the text?
actually, here. this is what happens when i build & test
i've build and published with the cup models before so i don't think those are the issue
those errors wouldnt cause it though you should think about addressing them at some point
for starters grab the toolkit linked above and see if it spots any issues
most likely you might have a duplicate pipeline manager somewhere
ill also check every component in the hierarchy
seems i had error pause turned on. i'll see if that fixes it
Oh didn't notice that, yeah that'll do it
totally fixed it. thank you very much! i'll definitely keep using vrworldtoolkit as well
A request to create a small map (like the size of Home) that looks like a forest in real life would likely take weeks to make and realistically hundreds of dollars?
anyone know why a mirror switch might dissapear when used?, its just a cube with the tigger script, and only some of them dissapear...
is this sdk2 or 3?
sdk2
if the toggle isnt specified. itll toggle itself off
ah
I created an empty reciever by mistake on the toggle for half the buttons, just left it empty because didnt know >.<
ah. it happens
yea if you make the inspector bigger. i think itll also say “none (self game object)” or something close to that
Is it just a common thing that bouncing objects eventually lose their ability to bounce?
um yes actually. but what you could do is actually script out the bouncing if you really want it infinate. however that is somewhat of a terrible idea compute wise lol
oh oof
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger says? o:
how could i make a object like respawn maybe?
trying to use the hangout player but for some reason walking around adjusts the volume
Hi does anyone know why my carpet keep getting through the floor ? I know i could put collider, but with cloth i can only put sphere or capsule, what do i do ?
lol it was the wrong video here is the right one but also i just tried with a capsule colider
Where can i get this rainy window effect?
I have it downloaded and into my assets but how do i put it into the space
Instructions are in the gitlab page - make a material with the rain glass shader and apply it to something, and make sure that the Rain Mask, Droplet Normals and Ripple Normals textures are assigned o:
You'll also need reflection probes in your scene for the shader to work properly
I dont know what reflection probes are...
Reflection probes are similar to cubemaps if you're familiar with those - points in the world that reflective items in your scene get their reflections from
To make one, make an empty gameobject and add the Reflection Probe component, and put it somewhere in your scene, likely in front of the window in this case
if someone know for my problem i still have no fix
@errant beacon Do you know where I can find bed models and other furniture things?
there is a lot in unity store for free @devout elbow
Sketchfab or Turbosquid maybe too o:
should i ask my question else where?
im using SDK2 but for some reason when i try to upload my world i can't use the display screen for adding the description and such?? I don't have any idea why since its worked for me every other time, is it some kind of bug or is something wrong with the world itself i need to fix for it to work??
I sent rtsp link video using sdk3 in the world.
The picture comes out well, but no sound comes out and sometimes it makes a terrible sound.
Torn
This bug wasn't there a few days ago
Anyone who knows something?
What version of Unity is recommended for using SDK3? The main page says to use the most recent version of unity, but I'm getting a few errors when trying to bring the SDK into my project
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2018.4.20f1. Ensure you are using this precise versio...
Hi ill repost my question since it got unanswered. I wanted to do a realistic curtain and so i applied cloth on it, problem is it go through the floor no matter if i put a collider or not
So I’m having an issue with textures on some of my objects. They move around when I look and look at them. Anyone know why?
It’s like Looking into a void of some sort. I think it has more to do with the object I’m trying to put the texture on then the material I’m trying to use.
Also got cinemachine on the top for some reason
how do i stop white spheres from blocking my vew of things im trying to move / edit
you mean light probes?
I guess they are
i turned lighting off for the objects untill i was done with them, not the best but worked
you can make hem smaller in the gizmos tab. maybe even turn them off all togethwer
Does anyone know how to make it so a door can open and close?
Automatically? (get close to door and it opens, get away and it closes) Or manually? (grab door and move it to open or close)
Automatically
You create 2 animations of the door on the closed and open state, then call each states with trigger colliders. When you enter the collider, you make the "open" animation play, when you exit the collider, you make the "closed" animation play. Using animator controllers
Thank you! That's so much easier than I thought it was gonna be! 🙏
It is very easy to make if you understand how animator controllers work, if you need help setting it up post the question here, or ping me
I've got an animation to rotate a game object on an animation component that is loaded but the animation does not play, any pointers to the problem?
You mean you are using the legacy "Animation" component? I dont think they work anymore, you should easily put it in an animator controller and it should work
yeah, thanks for that!
is there a tutorial on making something like an mmd dance world?
Menu button pressed or menu open - how can I get this state with UdonSharp?
Is anyone else having issues with their world not updating? I cleared my cache and even re-uploaded as a new private world (created new world ID). It shows on my menu and I see the world on my vrchat.com profile but it just will not load in game. 
How do i make a mirror that don't reflect the walls/floor but the pickup able objects and players?
You can set, which layers your mirror should reflect. If your walls are on the default layer, unselect this on the mirror component. Pickup things are usually on pickup layer. This should be selected.
i'll try
@dusk sapphire apologies for the ping, but do you happen to know why my unity would keep crashing after I attempt to bake my lighting?
Where do we get actual technical support for VRChat?
wt cause the black lines
yea just found that and sent a report thank you!
Does anyone know what this is about?
means vrc had an error
I have an object that for whatever reason is not able to be interacted with. No matter what I do to it, you cannot click on it. This seems to be the only object like this. If I copy the udon script from the object and paste it onto a default cube, the cube will run the script as intended, but the object cannot even be clicked.
Does anyone know what could be causing this?
The ONLY difference I can find is that on the default cube, in the Udon Behavior menu, "Allow Ownership Transfer" able to be checked on or off, but on my custom object, it is unchecked and I am unable to check it.
I am trying this with any custom mesh that I import into Udon and it is not working
But I was somehow able to paste the script into a random chair asset from the store
What exactly is the missing variable that is completely crippling this button?
so it's VRChat not something I can fix?
Nvm. I figured out the problem
Turns out the object NEEDS a collider to be interacted with in any way.
What are other handy config values to include on my worlds summonable menu? To note: The worlds are extremely large in game size (as in they take several minutes to traverse from one end to the other)
@mint hawkit couldve been anything. i usually get it from messing with unity physics in really dumb ways
Aw well idk what I did. Im going through my project looking and tinkering with it all but it worked fine before the update. I did change the skybox but its used in another world so i don't think that's it. I'll keep checking everything. I do have a camera system in there but it worked before the updates so I'll double check what I changed
Quick question about Unity Prefabs:
Is there a handy way to "Cascade" a property? That is to say, I have a prefab with a fair bit of layers and objects in it, and I have a couple fields on some of the components on some of the objects nested deep in there I will want to modify on each instance of the prefab to be different (a texture, a couple fields, etc)
Is there any sort of handy way to set top level fields on a component at the "root" of the prefab that what I apply to those fields, proceeds to apply to the designated fields nested down in there.
I just dont wanna have to sit and crack open all my prefab instances just to change 1 field nested deep in there, would be nice if it was up at the root
I feel like I have seen this on other prefabs before as well, is there a term for it I can google?
is pickup object synced?
can't you just search the name of the object in the hierarchy that has the component you want to change ?
Yeah but its a pain when you gotta do it like a hundred times, would be nice if I had it sitting up in an editable field at the top of the hierarchy
There might be an add-on for that
I'm trying to load the world and it immediately kicks me to the hub
What's going on with it
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports? o:
@errant beacon
it goes on a world loading screen twice so the first one is my actual world and the second one is the hub
Delete the AllSkyFree_Menu.cs script, should be in Assets/AllSkyFree
AllSkyFree strikes again lol, that script is for the demo UI iirc so it should work fine without it
Thanks ^_^
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like a skybox?
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Creating some realistic rain using just Unity's own "Shuriken" particle system and Ultimate VFX. Lots of opportunity for tweaking!
Get Ultimate VFX: https://assetstore.unity.com/packages/vfx/particles/ultimate-vfx-26701?_aid=1100l3rZp.
Twitter: https://twitter.com/TheMirzaBeig/.
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bruh
Yo what would be causing my Unity Packages for worlds to be uploading extremely slow, and like, half the time it crashes and I get this error?
To note: My worlds are only like... 9-12mb
Is there just issues on VRCs end? Anyone else having issues uploading worlds atm? Or is it just me O_o
Console errors ?
Ill check if it happens again but its random, about 50% of the time
Also this stage takes like, a couple entire minutes to do which seems extremely slow compared to usual
Resource consumption isnt even throttled anywhere, so not sure why its so slow aside from the issue being server side taking forever to receive the payload.
Does VRChat World SDK upload the entire project, or just the scene?
I have a few dozen scenes, each one is one world, I had presumed when you do the upload it only compiles and puts up just the one scene, but Im wondering if the reason stuff is getting slower for me is, as I add more and more scenes, its uploading everything...
The scene that contains the world descriptor afaik, the asset bundle could maybe contain multiple scenes, but you shouldn't have them all in your hierarchy at once i guess
Do they perform the compiling of the actual scene server side? Like when I watch my resources, its uploading at 7~8 MB/s.... my compiled scenes are only 8~12 MB total, so why does my network traffic indicate Im uploading hundreds of MB, not just 8~12?
It seems like Im uploading my entire project to the server, then the server compiles it down to just the scene, is that a thing?
You most likely have future proof publish on in the sdk settings
Is that not a good idea?
Oh jesus yeah looking it up thats absolutely overkill haha
I have my projects backed up locally on my server, I have absolutely no need to upload everything to the servers, jesus thats silly to have enabled. Thanks, thats probably my issue
Oh my god yeah that was way faster haha, only took a matter of seconds to publish. Sucks I only noticed this after publishing over 70 of my worlds >_>;
Oh well, better late than never! Thanks @random owl
is there a toon/cutout shader that's quest compatible?
Technically all shaders work I think on worlds for quest, it doesnt block them, just lags if they are harsh
Shaders only get outright blocked for avatars
Er, does it still look like that if you switch to PC?
Whats it look like if you swap to PC?
its perfectly fine
I dunno, I am using multiple shaders flagged as not compatible with quest and they work exactly the same between PC<->Quest for worlds, so not sure why its breaking for you
I havent tried out toon ones though
Anyone know if theres a way to tweak the VRCCam's settings it spawns with when you setup? I have the rotation/position working good, but I have to keep setting the render distance up to 500 for each pic, is it possible to make it 500 by default?
Ah! Found it, VRCSDK/Dependencies/VRChat/Resources/VRCCam, I think if I modify this it will change the defaults, heres hoping
Success, okay so that helps a fair bit, one less thing to edit each upload
Yeh, Content Management tab of the VRChat SDK panel
So, i have problem with my post processing, for some reason with ambient occlusion this happens. I tried setting diffrent layers but no effect
In pic you can see weird shadow
What things in VRChat collide with the 'Interactive' layer?
I'm trying to use an existing layer for something that should save up a custom layer I probably don't need
Could I piggyback off of Interactive?
My world will probably be pretty big and have a lot of custom stuff, so I need to free up layers as much as possible
how do i get the string variable here?
there is no stringenable or stringtargetevent
is that just a variable?
Yes it is just a string variable they renamed "TargetEvent" with the default characters as "Enable"
thank you
Hi, I'm trying to make objects that i got from the unity store pickup objects, but when applying the script it doesn't seem to do anything. Does anybody know how to fix this?
im trying to get into world creation and guides/tutorial vids seem to be all over the place with info on how to start out. anyone have any guides/tips u know are reliable that u could share w me?
Hey y’all! Is there any reason why I can’t load in to my world. Everytime I click the join button it would take me back to my home world
Is there any way to fix it? If so let me know please
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger says o:
How do I make a controllable and flyable object in unity
Known issue with SSAO. Simplest solution is to not use it ¯_(ツ)_/¯
Hey folks, I'm testing out qvpens (sdk3) and for some reason, on quest, the drawings only show up on the left eye (?!) it's fine on pcvr. Any ideas what could have caused that?
@buoyant ledgedid you set there quest shaders/ materials correctly?
Hiya! @desert python I'm pretty sure they're set to the correct material, as well as setting the line width on the trail renderer per the author's instructions.
and its only rendering with 1 eye and not both?
did u use the quest ink?
Heyo! Yes I did.
I'm having issues updating my world. It just keeps getting cancelled. Is this something other people experiences right now? Kinda hoping it is a server problem and not something wrong with my world. 😄
Woop. Nevermind worked now for some reason.
Where is the best place to download models and prefabs for vrchat worlds? There seem to be a lot of similar models in many worlds
sketchfab. Unity asset store, booth.pm
and here's the spreadsheet for vrchat prefabs
Thank you
Im having an issue where the "end" of the in game characters laser for interacting with UI seems to stop several inches away from the surface of my Canvas, as if hitting some kind of barrier floating in front of it. I dont have a collider or anything like that on it that I am aware of, but it makes hitting my smaller buttons extremely difficult because you cant actually tell if you are aiming at them or not
the raycast detection is handled by the collider created by the vrc_uishape component which is based on the scaling on your canvas object, so you might need to set your z scale a bit smaller
alternatively just put your own box collider on it and size it accordingly to overwrite what vrc_uishape sets
gotcha, thanks
Ill give that a test, hope that works well
is there a quick and easy way to quickly apply changes to on item when it gets hovered over vs not via the players raycast? IE make hover text appear or slightly change the color of controls when hovered over?
yeah, on the button/toggle etc components you can set various transition types
so you can have an animator controller with those 4 states that change what appears when you highlight it etc
Sweet, thats exactly what I needed, thanks
just wanted to make the hover a bit more obvious
however, be aware of a bug currently affecting the highlighted state for desktop users:
https://vrchat.canny.io/bug-reports/p/1061desktop-mode-breaks-ui-transitions
Why would it be that my Post Processing stack is affecting the stuff in viewport, but when loading in, post processing doesn't take effect?
Yes, I have my reference camera set, but I don't quite know what I'm missing here.
Hey! I have a question, if I load the world for myself, will it affect rank? Or must it be made public?
Okay so I made a map pc and quest compatible and the map is fine on pc but when I’m on quest most of my assets such as couch disappear but they show up in my mirror. Does anyone know how to fix this or had this issue before.
Would it be possible to write my own C# scripts if I want something special for my own home world? If I want to do something that might not be fully supported or not supported yet by the SDK(s)? Or would that cause my world to be rejected/flagged when I upload it?
You can't use your own C# scripts, but you can use UdonSharp, which transpiles C# to Udon, the scripting system used in SDK3, with an albeit more limited C# feature set. https://github.com/MerlinVR/UdonSharp
Ah, I'll take a look and see if it can support what I want to do.
Thanks! ^_^
It looks like this might work, I'll see if I can get a proof of concept up after work. Thanks for the tip!
Hey can anyone help me with this?
probaably a easy to answer question but how would i use a flower asset (ex the ones that only come with images)?? do you have to set up a object for it, or make a sprite or what?
if theyre supposed to be 2d. you can probs use a quad and set the shader to “cutout” and see how it turns out
ohhh ok, ill try that, thanks!
Has anyone made a crystal forest world?
This is a development channel
Oh sorry. I wasn't sure if there was an area to suggest or ask about different worlds
What is this yellow triangle thing in probuilder?
lightprobes
Oh, but why can I see them when just selecting a cube?
Is there any way to turn that off
Make the cube not use probes in the mesh renderer
Oh, yeah thanks
SO, i need help with a little idea of a friend of mine. As you might know, in IRL There are Buildings (skyscrapers that have a disk like platform hich rotates around the base. i tried to recraste this anmd i stumbled across following problem:
As my plane i stand on rotates, the rotation also affects the player, yet the position is locked and therefor not the result i need. is ther e any way or workaround for this?
Exapmple IRL is the spaceneedle in seattle
is there a way to make a world not have the public option
only to have friends+ to invite+
private upload. Would be nice though for a private version that can be accessed from in game from friends and not a link or an invite. Maybe with the groups update.
private upload is uploading without checking the community labs option
can you use the normal unity button script to call a function from a U# script? I'm trying to call a function from a script that's attached to a game object but the function doesn't appear in the list of the U# script tvToggle
the tvToggle is my U# script and the function I need isn't showing up in the dropdown
Sorry for the basic questions, but how do you avoid backface culling when merging objects in Probuilder?
ok, i misunderstood
the world doesnt have the public link
or option
someone mustve hacked it or used a client and is making it public
Is there another way to do what I'm trying to do?
so I have a wall setup with an animation that makes it come up out of the floor with a tv on it and so far the code I have seems to work as far as getting the animation to play but the wall never comes up out of the floor. anyone know what could be the issue?
maybe yor wall is static?
how can i fix the jumping in a world i have made? im not able to jump in it the last time i uploaded it at all..
@cerulean echo no it's not set to static
are qvpens quest compatible ?
yes they are as they have a quest compatible material download available
where can i find the material?
download button 3 is for the quest materials
thanks 🙂
Hope you guys enjoy the vid.
QvPens:https://booth.pm/en/items/1555789
Twitter:https://twitter.com/PureAQW
um
I uploaded my world and published it to community labs. but when i try to load it. it just sends me back to my home world. On both my pc and quest, but in testing it loads in fine. I don't know whats going on or how to fix it
And I can't find my world when I search up the name of it
i don't have any colliders on the wall but it seems like maybe when I put it under the floor it messes it up or something. I tried doing the same thing with a cube and it worked. Then I put the cube under the floor and it still worked so I used that as the wall instead and then it stopped working again
I just wanna play my world man
grab 1's vrworldtoolkit to check for common issues that may cause this https://github.com/oneVR/VRWorldToolkit
So my issue was when I added my script to the wall with the Animator it would change a setting in the Animator to receive Root Motion from the script and the script didn't have anything but a way to transition between animation states. So I put the script on an empty game object and used that to control animation changes. so then the Animator component on the wall had a field for "Apply Root Motion" that I left off and that is what fixed it for me
im stupid , can you tell me how to download that. Do I get the zip file then unzip it? then what. I apologise its just I don't know what to do and I'm new to making worlds
grab the unitypackage from this page and import that into your project https://github.com/oneVR/VRWorldToolkit/releases
does anyone have a good solution for mesh collider triggers that arent convex? im setting up triggers in my world to play different music when your in different areas and theres only one that has to bend around another, and the best way to do that was with a mesh collider. i already tried using two box colliders but theres the problem of the music starting over when you move from the first box collider to the second one, so i have no clue what to do even do from here
(i should mention that im using cyan triggers for all of this, incase that helps to know)
could it be because I used unity v. 2018.4.35?
you should be using 2018.4.20f1
oh
hmm well
I hope I don't have to restart lol
meh whatever I'm restarting , I automaticlly sends me back to my homeworld everytime I try to load it. and theres no major bugs in the consol or debugging
but in testing its fine
so idk but whatever
I’m looking to start making words any good videos or tips that you guys can send?
i suggest vowgan for udon
Thank you thank you
how come I can't find a vrc_playermods component? I would like to jump. using sdk3
thats not a component
omg so many people are gping to be so confused these few weeks lol
the vrcworld prefab should have a udonbehave that has jump set to 2 bu default
I'm not using. a prefab ?
no im saying use it
There is an example udon script for setting jump height now
thats been a thing since forever. are you refering to the python examples?
I'm looking for a user here by the name Nyankee
for some reason when I got into their Hazbin Hotel HD world, it seems to malfunction
like this
I need help
please
In unity hub 2.4.3 if I go to installs and press locate it doesn’t show 2018.4.20f1 it shows the Download assistant but nothing else and yes I did download 2018.4.20f1
It doesn’t even show I’ve download it in my files
Any questions about our official policies should go to the moderation email !
How do you make the items on the map local so that when you pick them up, only you can see them?
Is there a way to make an object only visible in a mirror?
I've gotten as far as putting it on a special layer and having the mirror reflect that layer, but I dont know how to hide it in the non-reflection
Thanks for the answer
how do i make a mirror toggle local?
SDK2 or 3 ?
everything is local by default unless you explicitly sync it
sdk2
AlwaysUnbuffered > Local
ah thank you 👍
Hey everyone, i recently got into blender and decided I wanted to try to make some Vr worlds, I have a little experience in Unity, but I ran into an issue. Im using sdk2, and when i go to build and test the world my character loads, and everything, but I cant move, use my arms, or even open the menu
Does anyone have any idea
Add this to your project and use it
ok ill try it thank you
I am just starting to work with the Unity builder. Since I have not been in VrChat long enough to be able to create a world how do I test my world on my own device?
"Build and Test" above the upload should work ?
You can also use CyanEmu, pinned in this channel
Thanks. I think I have to use a different version of Unity.
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
Ok, I dont understand this odd issue im having. If i go and test in vr mode i cant move or do anything but look around. However in desktop mode it works fine. Im very confused and can't get it to work. I've remade a project about 5 times now and started from scratch and i still cant find the issue.
yes I went into a normal vrchat lobby and it was fine
and i cant even get toolkit to work
its very odd
make sure that you're using Unity 2018.4.20f1? o:
Ok it got weirder
I fixed everything toolkit gave me, and i found out that if i hold escape and then move my hands i can now move my hands, however i cant use the controllers to actually move
What are you doing in your world exactly ?
I just wanted to test it so its super basic, its a plane with a VRC chair
Beginners usually mess with a lot of stuff that they shouldn't, so it's not surprising this happens
Did you try with the SDK example scene that has just that ?
...
The what
hold on
I think im just gonna have to cut my loses
I loaded up the prefab world and its the same issue
I even made a cleanslate project
Is your unity console giving you any errors/warnings ?
let me try it again
The only errors i see are about the Avatar pedestal not initializing in time
I do have 3 warnings should i just copy paste them?
Screenshot of your unity scene with the console would help
The only changes i made were the Spawn in VRCWorld, i set to Spawn1, and i Set the unity version in VRCWorld from 2018.4.14f1 to 2018.4.20f1
Keyboard controls work, and I can use the controllers to move my hands after i press esc and hover over the menu. If i use the keyboard again the hands go back as if i were in desktop mode.
just to check, are you using the most recent version of SDK2 from the VRChat website? o:
I just downloaded it from the site so yes
I'm not super sure of what's causing that, sorry - could try making a new project entirely rather than just a new scene, if you haven't already?
also, right-clicking the asset browser and hitting Reimport All might do something
ill try that
Those errors are normal
I figured they were
But not sure why you'd change your spawn location
it was set to the VRCWorld and i figured if the prefab has a set spawn, I should probably set it to the spawn, I did try it without doing that before, and it still was broke
Ok i tried again, i might have found it
AmplitudeAPI
AmplitudeAPI: upload failed with exception - Could not resolve host 'api2.amplitude.com'
at (wrapper managed-to-native) System.Object.__icall_wrapper_mono_delegate_end_invoke(object,intptr)
AmplitudeAPI: UpdateServer: unhandleable error code: Exception - discarding this batch of 1 events
UnityEngine.Debug:LogError(Object)
Try changing your DNS server - there's some free VPNs out there with data caps, like Windscribe, Tunnelbear or Proton (not sure if Proton has a data cap actually?)
as for DNS servers: https://developers.google.com/speed/public-dns/docs/using#windows
there's CloudFlare's DNS server, OpenDNS, Quad9, etc
But why would a server issue be causing a direct input issue, especially when i know it can receive input because the keyboard works? Honestly I think ill just relieve everyone of the stress and just except my fate
It might not be sending over all of the compiled world or something? def not sure o:
could still be worth a try, though
I guess
Didnt work, oh well, Ill just stick to making Blender enviroments XD
Thanks for at least trying guys
sorry - might want to make a ticket with #vrchat-support o:
I am using Unity 2018.4.20f1 and SDK3. I created a GameObject and added a VRC Scene Descriptor with a spawn point. When I Build and Test from the VRChat SDK I get the following error. a VRCSceneDescriptor or VRCAvatorDescriptor is required to build VR Chat SDK content
I am new to this and do not understand what I am doing wrong.
You should instead use the VRCWorld prefabs
Drag that and then set its spawn point?
Yep
Same error
hmm, I have an audio source in my world, but to save space I'd rather stream the file from a url.
Seems like I can't do that with an audio source (it expects an actual file, not a url string...).
So, do I have to use udon for that? Isn't there a built in object I can use?
Can someone recommend a YouTube video that is up to date? I believe I am doing this right but it is not working 😦
bump
@fair sable You need to use the world prefab ...or create yourself an empty object *rename it VRC World (or anything really), add a world descriptor component, add another object, this time a cube, call it spawn object, and add it to the proper slot in the world descriptor
afaik you can't stream audio, only video
thank you @random sage
I'll stick with having the file in the world itself, adding a couple more mb's to it :/
also, for the youtube video, google vrc world tutorial sdk3
I'm sure you'll find something.
I wouldn't worry about world size issues unless you plan to have a whole playlist, 200mb+ worlds are normal
@hazy pebble I have the VRCWorld from VRChatExamples > Prefabs. I dragged the spawn point so it shows under Element 0 (VRCWorld Transform)
Thanks. I did look at a YouTube video.
Maybe I can find one that uses the VRCWorld. I appreciate the effort to try to help me. I think I am doing everything correct but no luck 😦
Any tutorial for sdk3 worlds should work, regardless of the specific way they do things.
Since you have the world prefab, and dropped it into the hierarchy, you should now just have to create a spawn point and then add it to the descriptor in the vrc world object.
@hazy pebble Trying again.
Same problem. I create a new project. I drag the VRCWorld into the hierarchy. I create an empty object and call it spawn. I drag the spawn to the Spawns section of the VCRWorld. Same error.
Again thanks for trying to help.
I've seen the same skybox of the London city skyline in many different worlds, as well as the prefab for the colored pencils, yet I cannot find any of these seemingly common prefabs or textures online. Does anyone know where people get them?
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml a spreadsheet of a lot of the vrchat prefabs
no clue about the London Sky Box as a lot of those maps are the same maker
(Might be Las Vegas)
It must be because all of them are Japanese, that would do it
Thank you
not all the prefabs are Japanese but there's a decent amount of them that are
and the Skybox search equirectangular London
@fair sable The VRCWorld prefab should spawn as a entity you can move in the world and without a component attached for spawn point it the vrcworld prefab will use its own empty coordinate as a spawn point.
For your issue I recommend starting a new project and only import the worlds sdk, make sure to login first and setup layers properly. I've often noticed some weirdness in regards to including other community packages without first bootstrapping which might be your issue.
Anyone know why I can't seem to make a face of a model opaque? I've separated it to its own mesh in Blender, and it looks opaque in Blender, but for some reason it isn't acting like that in Unity (even though it's a separate object) so I can't apply a material to it?
(desired mesh/object moved for clarity)
It could be that the one side is a backface, Is the other side visible?
A double sided shader might be useful in that case